
'Tropizen' a cave environment in UE5.3
I created a cinematic render called 'Tropizen' using Unreal Engine. I combined Quixel assets, water plugins, and Megascans Rural Australia pack to build an immersive environment. I rigged the characters with Mixamo and produced the final renders in ACES workflow as EXR sequences, ready for compositing in After Effects. The result is a visually striking experience that demonstrates my pipeline expertise.
Planning for 'Tropizen' began with a focus on color and tone.
The basic blocking of Quixel's Megascans assets was done to create a cave structure.
Accurate scale was maintained throughout by using the Unreal Engine Quinn mannequin as a reference point.
This allowed for precise control over asset placement and camera angles.
The planning process ensured precise crafting of details, including:
- Textures
- Lighting
The render was created using Megascans assets and Unreal Engine's rendering capabilities.
The result is a render that invites viewers to explore the environment.
The creation process involved:
- Pipeline management
- Asset integration (Quixel, Megascans)
- Character rigging (Unreal Engine Quinn mannequin)
- Rendering (Unreal Engine)
- Attention to detail (color, tone, textures, lighting)
Power in Numbers
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