This was an environment that initially started off with the Hard Surface prop for the October environment art challenge, and sort of grew organically from there. Rendered in Blender Eevee - i'm continually astonished by how powerful this engine is.
The crater is a simple sculpted plane, using vertex paint to blend
between a photogrammetric material I scanned, and a snow material I
prepared for this project in Substance Designer, and displaced a little using the scanned heightmap.
A look at the Robot prop (original concept by Ivan Rastrigin):
This particular model came out to 55k tris and 8 MatIDs, which is far too high in the context of the environment in my opinion, but it was initially made as a hero prop and conserving texel density was a high priority for me.
Feedback - or if anyone would like more information - welcome. Thank you!