Personal environment project exploring overgrown fantasy ruins, a long-term piece that evolved significantly over its development before reaching the version shown here. Every asset was produced from scratch through the full pipeline: blockout in Maya, high-poly sculpting in ZBrush, retopology done in Maya, baking, and texturing in Substance Designer and Painter, with final lighting and post-process built
inside Unreal Engine 4
Since my main goal with this scene was to get through every environment art stage, all of the props, foliage and materials are done by hand (no megascans). Also this project was a deliberate exercise in environment composition, lighting mood, level art, material and shader creation in Unreal Engine and foliage workflow. I was inspired by AC: Odyssey/Valhalla and The Witcher, which I used for reference. The scene has baked lighting (baking quality reduced to help with processing times).
Specials thanks to Jen Morgan for the really helpful feedback in this artwork.
Thanks a lot for the feedback from my talented friends:
https://www.artstation.com/sdeus
https://www.artstation.com/dreri
https://www.artstation.com/fornesmontalban