Raided Ruins - Environment (UE5) Updated

An updated version of my second portfolio project from PlaygroundSquad! I have seen a lot of potential with this piece, whereas I wasn't particularly happy with the background. I have been working on and improving this project during my free time.
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Originally I wanted to try a more realistic art style. I wanted to learn SpeedTree, experiment with big mountains and work on ways to break up flat terrains.
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In this updated version I mainly worked on making the transitions between water, trees, mountains and sky smoother. A big help in this was EasyFog, a tool developed by William Faucher!
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I'm very happy with the new results, and I hope that you've enjoyed what you've seen. Thank you!
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Credit:
- Sound from Pixabay
- Dragon mesh and rig made by ayaat600 from TurboSquid
- Ground materials and some foliage from Quixel Megascans
- EasyFog by William Faucher

Cinematic Video (Audio)

Main shot

Main shot

Now vs Then

Trees made in SpeedTree

Trees made in SpeedTree

Shrub, grass, pinecone and plank

Shrub, grass, pinecone and plank

Stone meshes, Megascans material

Stone meshes, Megascans material

Breakdown Video

Pine - SpeedTree

Pine - SpeedTree

Pine Cluster - SpeedTree

Pine Cluster - SpeedTree

Spruce - SpeedTree

Spruce - SpeedTree

Spruce Cluster - SpeedTree

Spruce Cluster - SpeedTree

Shrub - SpeedTree

Shrub - SpeedTree

Grass - SpeedTree

Grass - SpeedTree

Mountains made in Gaea

Middleground vs Foreground Assets + Wirefame

Although the previous ruins look better close up, I focused on an more interesting shape, that would look better from a great distance.

I implemented a LOD system from SpeedTree to all of my meshes.

Process

Blending material - Megascans textures

Blending material - Megascans textures

Smoke VFX alpha

Smoke VFX alpha