Hey Polycount!
I've started to create environment for
Andrew Porter's concept. As for me, his works are incredible and have great detalization.
I created draft mash in Cinema 4D and imported they in UE4.

Now my purpose is to create as much props' as i can, starting with rocks and base buildings.

Additional detalization was made in substance painter





Comments and critics welcome!
Replies
Then I imported this fbx file in Zbrush and sculpted middle sized details. Mostly i used TrimDynamic brush with rectangle alpha and 85-100% intensity.
After sculpting details i set decimation to create low poly and high poly models.
The next step is to clean low poly mash a little, create UV and apply different materials on props.
In Substance painter i baked normal, AO and the rest of the maps.
To add smaller details I created Painter materials with maps generated in Ndo.
That's all. I hope it will be useful.
The next step will be texturing other objects and fixing rock and ground textures.
It is hard work for me, I'll be glad to hear constructive criticism
Looking at the rocks, have you applied the baked normals? unless it's my eyes they seem to have lost it's detailing or something. Again, could just be my eyes
Unfortunately I don't have enough time to get this location done completely