The idea behind the "moria scene" was to practise some next gen workflow techniques and bring it together in unreal. Models where blocked out in max then sculpted in zbursh. A low poly mesh was created from the zbrush mesh using meshlabs. The high poly mesh was was used to bake out AO and normal maps.

The scene was also a chance to learn more about unreal materials and really just get stuck in to see what crazy materials I could come up with.