The project started as part of the recent Artstation Challenge, "Dragon's Rise" but I had to put it on pause because of a some freelance work I started at that point. After a few months I have finally gotten around to finishing it.
The environment is based on the concept by: Raphael Pont https://www.artstation.com/challenges/dragons-rise-the-forgotten-realms/categories/160/submissions/69264
But I have changed the structures and the architectural style to resemble more mesopotamian and egyptian styles while retaining an element of fantasy.
My earlier progress from the challenge can be found here: https://www.artstation.com/challenges/dragons-rise-the-forgotten-realms/categories/165/submissions/69649
Workflow wise for the assets I blended tiling materials through ID masks and a unique normal map, as a hybrid between a unique texturing and a midpoly workflow. The unique sculpt for each asset made sure the large shapes are distinct, while the tiling textures give a lot of flexibility for adjustments in the editor. The shader I made also scales the tiling along with the assets, so that the texel density remains consistent. I made a few tiling materials in Substance Designer, and sculpted the large and medium details of the assets in zbrush, then blended them through the shader.
The project is done in Unreal 5 and the lighting is dynamic and uses the lumen lighting system.
All assets, shaders and textures are made by me, except for a few dirt decals from Megascans, and smoke particles and godrays from the Epic particle example project.