Hi all. Once again I´m making yet another personal environment project. I got this idea from my previous projects where I needed to make some rock walls. I really liked to make those and I never really did any ruins before so I wanted to weld all of these ideas into this. Also I want to learn more about static lighting because I only know the basics so I want to go more advanced level.
My style is going to be something similar to Uncharted games but I still want to keep my own style. Not photogrammetry level of realism so more or less stylized. Also I would really want to mix some scifi/alien ideas there but I´m not really sure about that yet.
Goal is to end up with a library of different assets that allows anyone to create ruins or similar. So LODs, colliders and good second UVs for every asset. Also I would really like to run this in VR smoothly so I´m going to keep shader complexity reasonable.
My tools for this is again 3ds max for modeling, Zbrush for detail stuff, Substance Designer for most of the texturing, Photoshop for different things like icons/paintings and Unreal Engine for everything else. I also want to think how to use Houdini for some aspects because I´m really liking it and messing with that.
This project will not be huge because I don´t really have free time because Planetrism game project is eating all of that but I treat this like an escape project to avoid burning out with that

I will keep you up-to-date with everything and I will also now stream this as much as possible here:
Replies
@Ged Thanks! Thats a good point. I think that rock is just too smooth and I need to tweak that material a bit in this case.
@oldmanboy Thanks! I think I started this 1.5 months ago and I´ve been spending at least few hours every day. I made some of the assets earlier so that helped to speed up things. This is still work in progress and I have some interesting ideas that I want to try.
@Strkl I guess its a pretty basic workflow where I model hi-poly models in 3ds max using just sub-d modeling and a lot of bend modifiers and instances. I place those into a square plane and bake everything in Substance Designer where I also texture everything. Then I make cards in max and all of that hanging foliage is hand placed there. Here are some shots of the hi-poly foliage models that I made for this project.
I'm slightly more concerned about the overall readability, the green-brown contrast is great, but you've got to add some more value contrast, this is how one of your shots looks like in black and white
@Jack M. Thanks! Thats a good point. I guess I´ve been just throwing assets there to test how they look in a different situations. I need to start balancing things more.
@Doxturtle I didn´t actually use ZBrush for modeling. Those renders are from ZBrush because that was a fast way for me to take those shots
@Svyat Thanks!
I´ve been slowly started to make the nature that will form the borders of the scene. Also a lot of material tweaking and optimizing.
I´ve been spending some time to make different type of treasures. Here are few shots from those in Marmoset Toolbag 3. You can view Marmoset Viewer here: https://www.artstation.com/artwork/qg91N
how did you manage to make the environment so colorful and alive and yet so dead
the attention to detail its just unbelievable
My goal was to have a pack that could be useful for creating all sort of ruins. You can find more shots here: https://www.artstation.com/artwork/b903G
I also made this small video:
And then shots about some of the assets alone.