Exploring Hell trough a new workflow with UE5

Vegetation in hell is mostly composed by a variety of roots that grab as much nutrients as they can from the rocky environment. Trees are almost non existent down there.

Vegetation in hell is mostly composed by a variety of roots that grab as much nutrients as they can from the rocky environment. Trees are almost non existent down there.

An odd case of a twin cacoon. They were one until they became too. One of the twins became an Er'knär, which makes this hunting couple one of the oddest among demonkind.

An odd case of a twin cacoon. They were one until they became too. One of the twins became an Er'knär, which makes this hunting couple one of the oddest among demonkind.

A side alley of Barze'lhäk, the current capital of hell.

A side alley of Barze'lhäk, the current capital of hell.

I sculpted the demoncrab and the roots and assembled the rest and the tiny detail with megascan assets.

I sculpted the characters and assembled the rest using megascan assets.

I sculpted the carved walls of the city and assembled the rest with megascans.

I wanted to test new techniques to improve the look of my artworks and at the same time improve the speed of my workflow so I tested this.
In short, I sculpted some basic meshes and assembled together with some megascans in UE5. Then I rendered out the shot and with FotoSketcher and tons of manual paintover I came up with this end result.
I am happy with the quality that I achieved in these and really want to explore this further. I added a little description under the illustration for some extra lore.

Hope you like it!