My goal for this project was achieve a good workflow for 4k resolution. For this I had to develop specific techniques for modelling and texturing that were fast and high quality, while still being easy to tweak if necessary. I used 3ds Max's modifier stack heavily to allow myself to detail the meshes while still being able to go back and tweak. Inside UE5, I used the Layered Materials workflow. I created my own Master Material and used RGBA mesh masks to blend between different detail layers of tiling materials, achieving high resolution texturing with a small memory footprint. I used photogrammetry based assets for set dressing and also developed a workflow to take ready-made assets and edit them to match with the overall style of the scene. The terrain is made from the Megascans pieces released with the Valley of the ancients demo. This scene runs in real time on the editor with dynamic lighting and is adequate for video games or virtual production. Based on this concept art from Michael Xu: https://www.artstation.com/artwork/oA... - I enjoyed every step on the process to finish this piece and learned so much, either through trial and error, or from peers tips. I've been posting detailed breakdowns of many of these steps on my blog, in Artstation https://www.artstation.com/corviera/blog. Unreal Engine 5 has completely exceeded all my expectations, Lumen is incredibly powerful and unbelievably fast, Nanite is game changing. I'm very excited with it's released and I'll be making many more complex and intricate environments. - I'd like to give a special thanks to my friend Guilherme José https://www.artstation.com/guilhermejos , who's helped me with feedback and knowledge through the entire process, and also had the patience to received 15 screenshots per day without blocking me. Thank you for reading, have a great day!