Ever get that feeling of, “whoa”, the moment to see something pop up on your screen? Well, that’s how we felt the moment we saw this stunning forest scene created in Unreal Engine 4, with music from a certain epic film franchise to boot!

This scene was built by Feng Qin, an environment artist from China, whose small studio works on film projects using UE4. This scene was built as a performance test by Feng’s team to assess how far they could push a sense of realism in their work.

In an exclusive interview, Feng talks about how Quixel Megascans is helping them achieve the levels of realism and quality associated with large film studios.

Feng Qin’s words:

Hello everyone!

I’m Feng Qin from Shenzhen, China. I also go by my internet alias, B.O.W.

I currently work for Shenzhen ZhuoHua Entertainment Co., in China. I am a 3D environmental art designer. At ZhuoHua Entertainment, we use Unreal Engine 4 to make movie projects.

Since late 2016, we have been using the assets and materials made by Quixel Megascans. At that time, we were a start-up team, that lacked the relevant experience and expertise in such production workflows. But having used Megascans for just one year, we were able to accumulate enough knowledge to skillfully use Megascans materials to create the ideal level of quality we were striving for.


This is our latest forest render, made in real-time with UE4. The entire scene was made as a technical performance test by us, to assess the level of quality we could achieve in a real-time engine with Megascans.

What you see here is a presentation of our rendering effects in an environment. Our ultimate goal is to produce film studio-level quality and realism.

The PBR-calibrated assets with precise scanned data generated by Quixel are exactly what we need. These assets and materials performed well and essentially helped us reach our expected levels of quality.

Before I began working on this scene, I put together some reference imagery.


I combined these pictures with the conditions required for our performance test and built a basic terrain. I then built all the detailed models required in the scene.





As you can see, most of the vegetation on the ground are 3D assets from Megascans. For the final touch, I adjusted the lighting, thus completing the forest scene.



I have just shared images and a video tour for now. In the future, I am confident that I will create a better real-time demo for everyone.”


Thank you, Feng Qin!

Check out this talented artist on Artstation.


Got a Quixel-infused project you’d like featured? Send your process breakdown write-up, bio, and hi-res images to blog@quixel.se.