My goal with this environment was to make it as close as possible to the reference concept art designed by Paulo Loveranes Galamgam.
https://www.artstation.com/artwork/2qPWqy
This piece reminded me of the old Assassin's Creed and Prince of Persia games that I loved so much as a kid. I spent two months on recreating this environment from scratch. This project is the result of everything that i learned so far during my 3 years of self teaching 3D.
Appart from the megascan plants, I created every asset myself from modeling and sculpting in Blender, to baking and texturing in Substance Painter, to integrating, set dressing, lighting and rendering in Unreal Engine. I also tried to keep the environment as optimized as could, reducing my polycount as much as possible, working with no more than 2k texture resolution, using trimsheets and texture atlas and woking with a modular workflow.
Don't forget to check out Paulo Loveranes Galamnam, he is an incredibly talented concept artist!
https://www.artstation.com/paulog
Vertex painting in Unreal using both red and green channels. I've spent a lot of time figuring out how to set it up the way I wanted.