After being inspired by Assassin’s Creed Syndicate E3 Cinematic Trailer, I started then gathering some references to create a mood board. I started then by blocking the level with simple cubes inside Unreal Engine 5. After that, I used Quixel Megascans to get more realistic results and to make Nanite more useful, I downloaded some materials from Quixel library, and using the displacement map and modeling tools inside unreal, I was able to create high-poly meshes which had a range between 10 - 20 million tris and then I converted them to Nanite. Using this technique, I was able to create a non-tileable landscape with more layers of different materials on top of each other to get more realistic-looking results. In the lighting phase, I gathered some references from films (such as Bladerunner 2049) and other people's artworks. I used Physically-based Lighting to get more accurate results with Lumen GI and reflections enabled. For rendering, I used Movie render queue to get EXR output to get the high dynamic range with Tone Curve disabled and exported in ACES color space to get them then in Davinci resolve and I added there some tweaks for the highlights, shadows, temperature, and some other screen effects such as Glow, Chromatic Abberation and subtle camera shake. I also used some packages from Kitbash such as Dark Fantasy and Medieval Market to support set-dressing the scene and fill the background.
Cinematic render with multiple lights
Breakdown
Timelapse of generating Nanite meshes using a Displacement texture map. By using this technique, I was able to replace the landscape with these nanite meshes and get multiple layers on top of each other to get well blended and realistic results
Scene progress from blockout to the final look