The Discarded Dragon shrine is both a component and look dev for a project.
It uses a mixer of techniques that I've been using to speed up pipelines. Including photogrammetry, auto retopology, and automated smart materials that I designed in Substance painter and Designer. The development of IMM brushes in ZBrush to use as "Building blocks" along with photogrammetry really sped workflows up.
I wanted to scene to be both real and stylised in points. With a homogenous colour pallet to bring it all together. I feel like the balance is pleasing.
The current renders are made with Marmoset Toolbag, but the work is designed to function in Unity URP.