PureRef:


My idea is to create a underground cave scene with anicent stautes. I will be making rocks textures in Substance Designer and scuplt in Zbrush.
Blockout:

I did quick block out in Maya to test out the compositin of the scene. I want the sun light scome from the back of the great staute.






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After seeing Ankit Garg's redesign of Link from the Nintendo series The Legend of Zelda, I decided to redesign the goddess statue from the same series to be my hero assets in the scene.
https://www.artstation.com/artwork/bg0LZr
(The Goddess statue from The Legend of Zelda series)
I am aiming to redesign the statue as a European-style sculpture. Here are a rough concept art I did:
Here is what I have now. I used the cloth simulation in ZBrush for the head assets, which is quite useful. It is still in the blockout stage, so please tell me if there is thing that I could improve on it! :
I also started set dressing in my Unreal scene. Some screenshots:
For the past few weeks, I had been solving the texture tiling and height blending problem.
(Landscape texture tiling control and height blend)
Here is my progress on my hero asset, textures and assets that I have finished and imported into Unreal now. I will import more sculpted rocks this week and set dress the scene! My next step for the hero asset is to add the details to the clothes and the wings. I am testing out nanite and displacement right now as well. Please tell me if there is anything that I could improve.
I heard about the UE5 new 5.7 Mega Plants and I would like to try it to create some foliage or trees . I am a little bit concerned about it. Should I use other software such as Houdini or Speed Tree?
(The Forgotten temple from The Legend of Zelda: Breath of the Wild)