# Palace of Clay: Lighting studies

**URL:** <https://forums.unrealengine.com/t/palace-of-clay-lighting-studies/2740309>\
**Category:** Showcase\
**Tags:** unreal-engine, Environment-Art, Lighting, Environment-Lighting\
**Created:** [August 3, 2026, 11:11am UTC](https://forums.unrealengine.com/t/palace-of-clay-lighting-studies/2740309 "2026-08-03T11:11:59Z")\
**Posts on this page:** 1\
**Page:** 1

<div class="post-metadata">

**Author:** ![EdwinVG](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/edwinvg/32/918627_2.png) [@EdwinVG](https://forums.unrealengine.com/u/EdwinVG)\
**Post date:** [August 3, 2026, 11:11am UTC](https://forums.unrealengine.com/t/palace-of-clay-lighting-studies/2740309/1 "2026-08-03T11:11:59Z")

</div>

![THUMB_mood3](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/7/e/87efdd382c1d3eef65bb642647243327ea3efb43.jpeg)

 ![THUMB_mood4](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/8/f/e8f32942d41b0ca585b96c8c66ecca7a6c04b55a.jpeg)

 ![THUMB_mood5](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/1/b/f1b8bb8328a1fbfba4fc65f8b36bca8c222617a4.jpeg)

 ![THUMB_mood1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/d/a/cdae4b7914ccc8e20654c40d684dddaf1f37b716.jpeg)

 ![THUMB_mood7a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/d/a/8dab8db40c27d170d6026c0aa0c27cf64a60b1b1.jpeg)

 ![THUMB_mood2](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/1/3/b13dce901d27cecfb82bd8da37d1e2f98ad24a41.jpeg)

 ![THUMB_mood7](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/1/2/812b3633c4e06fe5031b4b4e1dd57584f4b1e04f.jpeg)

 ![THUMB_mood6](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/3/5/135dd304f62bcb727eea0fe694b05d2d697f4880.jpeg)

For quite a while, I’ve been working on a large-scale scene. I wanted to try different lighting scenarios while also testing new features on UE5. This is a series of lighting studies of the same environment, as I continue to expand my skill set and experiment with gameplay, Lumen, Procedural Game Content, and other tools. The environment uses some Megascans, and I used the engine’s modeling tools to handle the structural work. I also did blueprinting, shader creation, modeling of hero props, and sound design for this scene.

ArtStation links:

> **[Palace of Clay: sandstorm Lighting Mood, Edwin Vargas Cortés](https://www.artstation.com/artwork/yAb069)**
>
> For quite a while, I've been working on a large-scale scene. I wanted to try different lighting scenarios while also testing new features on UE5. This will be the first in a series of lighting studies of the same environment, as I continue to expand...

> **[Palace of Clay: Morning Lighting Mood, Edwin Vargas Cortés](https://www.artstation.com/artwork/QxzzVB)**
>
> Second version of this series, this time I went for a more natural afternoon look. For quite a while, I've been working on a large-scale scene. I wanted to try different lighting scenarios while also testing new features on UE5. The environment uses...

> **[Palace of Clay: Horror Lighting Mood, Edwin Vargas Cortés](https://www.artstation.com/artwork/Wd2mov)**
>
> Third version of this series. This version focuses on mood and creating a horror atmosphere for the same environment. The environment uses some Megascans, and I used the engine's modeling tools to handle the structural work. I also did blueprinting,...

> **[Palace of Clay: OuterWorld Lighting Mood, Edwin Vargas Cortés](https://www.artstation.com/artwork/RqYKDW)**
>
> Fourth version of this series. This version focuses on creating an alien-looking night mood for the same environment. The environment uses some Megascans, and I used the engine's modeling tools to handle the structural work. I also did blueprinting,...

> **[Palace of Clay: Afernoon Lighting Mood, Edwin Vargas Cortés](https://www.artstation.com/artwork/1LnLnq)**
>
> Fifth version of this series. This version features an afternoon lighting setting. I've created blueprint logic to switch between lighting scenarios in gameplay. The environment uses some Megascans, and I used the engine's modeling tools to handle...

> **[Palace of Clay: Moonlight Lighting Mood, Edwin Vargas Cortés](https://www.artstation.com/artwork/La2ae5)**
>
> Sixth version of this series. This version features a night lighting setting. The environment uses some Megascans, and I used the engine's modeling tools to handle the structural work. I also did blueprinting, shader creation, modeling of hero props,...

> **[Palace of Clay: Retro Lighting Mood, Edwin Vargas Cortés](https://www.artstation.com/artwork/wO8O0Z)**
>
> Final version of this series. This version features a haunting retro feeling. The environment uses some Megascans, and I used the engine's modeling tools to handle the structural work. I also did blueprinting, shader creation, modeling of hero props,...

Hope you enjoy!
