Hello polycount! This is my first post on here, so looking for some critique from all you professionals... I am a unity 3D/VR developer that has worked mostly on simulation/serious games type of work. Now who is aiming to improve my portfolio with some unreal experience and portfolio new piece reflecting that. I've created a concept based on a large mine environment that is interconnected by tunnels, but has a large central area... I used 3ds max, blender, and adobe substance to create assets in unreal 5.
Here is what I mean by large central area. The scale is very large if we are using realistic units of measure.

I am still working on a nighttime version but this is what I have thus far. Still working on lighting the thing...

Here are some various wip screenshots.


One of the tunnels leads to a magic shrine. That is a portal in the background with rocks floating around it. This is tied to the narrative but I don't want to go too deep into that.


Replies
For me, overall it's great. But there's a lot of fine micro-detail in your textures, which makes it a bit busy overall for the eyes. It's looking a bit like the whole cliff is made of mud or dirt, from all that high-frequency detail. And there's no place for the eyes to "rest" which is kind of essential when making compositions. It might help to turn some of those rock faces into smoother stone formations.
Really cool work!
That central mine area has a great sense of scale and atmosphere. Hard to believe it’s your first project in Unreal, you’ve clearly brought a lot of your experience over in a strong way.
One small thing I noticed is the rocks feel very uniform in their surface look. Adding a bit of variation (some softer forms, smoother areas, dustier sections, etc.) could help break it up and make the environment feel even more natural.
But honestly, great work so far. Excited to see where you take this next!
To what Eric was commenting, perhaps you can control the frequency/ detail of textures some by distance to camera.
I think the wood structures/ scaffolding could use some supports to stabilize them, could also lead to some interesting silhouettes. The lights being attached into the ropes is a bit weird in my opinion, perhaps them hanging from the ropes would be more believable. The ground is currently a bit flat, but possibly because its WIP.
Keep it up
If this is a mine, maybe show some zig-zagging hewn in structures and walkways. How did they get up and down there? So far I don't see evidence of that. Some type of lowering/raising cart do-hickey, a primitive arm crane or something. Walkways going between the cliff faces. This would break up the surface a bit and give the eye some places to look at. Also it will help focus your lighting.
That blue crystal thing is nice, I would put them here and there. Gives that "mine feel".
The portal area does not have that sacred feel to it, I would spent some time on that. Maybe some structures built out of stone, candles some artifacts...