Dragon Keeper 3D - Volcanic Throne Hall

Open the 3D viewer and choose First Person navigation to walk through the hall with W A S D and the mouse. The 3D preview is a lightweight version of the hall: simplified geometry, lighting baked into the textures, no fog, no fire curtain and no animation. The full-resolution scene is in the Unreal Engine and Blender files.

Volcanic Throne Hall is a 72 m long dark-fantasy hall carved in basalt. A central aisle crosses the hall from a monumental gate to a dragon throne raised on two landings. Dragon columns and capitals line the aisle, and dragon reliefs fill eight wall niches. Lava runs in channels along the floor and behind glowing rune ledges, and red lava seeps between the paving slabs. Chains, candelabra and candles complete the hall.

Unreal Engine 5.8 asset pack

  • Demo map: the complete hall, lit by 102 movable lights with Lumen. Press Play to visit it in first person: W A S D (or Z Q S D) and the mouse. The map uses its own GameMode Override; your project settings are not changed.

  • Overview map: every static mesh of the pack laid out at real scale, by category, with labels.

  • 1,253 static meshes (46.1 million triangles in total; 1,247 meshes use Nanite), 4 master materials and 32 material instances, 57 textures up to 8K.

  • Floor lava material: a lava map projected over the hall floor, with a slowly drifting crust and a breathing glow; intensity, glow, drift, pulse and tint are material parameters.

  • English names, one product folder, collisions on the walkable surfaces. Lighting is fully dynamic (Lumen); static lighting is not supported.

  • The 102 lights all cast shadows: an actor placed in both maps sets the virtual shadow map page pool and options the hall needs (documented; delete it to keep your own settings).

Blender 5.0 scene

The source scene (about 5 GB) with its procedural materials, lights, fog volumes and cameras, all textures packed. The objects of the demo map, their materials and textures carry the names of the Unreal pack.

Not included

No FBX or other exchange format: the materials of this scene are procedural (Blender nodes, Unreal material graphs) and do not transfer to FBX faithfully.

AI creation disclosure

Generative AI tools were used to create this product: concept and reference images (OpenAI image generation, Nano Banana Pro in Meshy), 3D models and textures (Meshy), and AI assistants (OpenAI Codex/ChatGPT, Anthropic Claude) for the scripts that assembled and converted the scene and for the texts. The hall was assembled, corrected, textured and lit in Blender and Unreal Engine. The gallery images, video and 3D preview are renders and captures of this product. The promotional video soundtrack was generated with Suno under a paid Pro subscription.

Known limitations

  • The floor lava is an emissive surface in the joints, not a volume. It is placed for the hall's layout.

  • In Unreal Engine the floor lava is red-orange; in Blender it is a deeper red.

  • Lightmap UVs are generated in UV channel 1, but static lighting is not supported: on Nanite meshes they come from the simplified fallback mesh and can overlap.

  • Some meshes (gate, throne, rocks, cliffs, columns) contain back faces; their materials are two-sided.

  • The first opening of the demo map compiles shaders and builds Nanite data for several minutes.

  • Measured on an NVIDIA RTX 3060 12 GB: about 34 fps in the demo map at 1536 x 864, Epic scalability.

Support: astrexel.studio@gmail.com