My goal for this project was to push the detail as high as possible, while also keeping the assets optimized for realtime rendering.
I approached this task by gathering references of the assets I wanted to include. I also collected pictures of roman art, such as stone carvings, and used them to make Alphas in Photoshop.
I made low poly meshes in Maya and sculpted high poly versions in Zbrush.
I used the previously mentioned alphas to mask the meshes in Zbrush, where they were used to guide the design of the ornaments.
I used Substance Painter to bake the highpoly sculpts and materials.
Finally, I imported the game ready assets in Unreal Engine and created the composition.