In this environment, Quixel megascans was used for the general composition and level design and the tree was modeled in Zbrush and its retopology and morph targets were made in Maya and further refined in Zbrush and the textures were made in Substance Painter.
In unreal, the compression limit of Megascans textures, creation of Tree materials, implementation of blending of landscape and tree materials with RVT and tree blueprint for manipulating material parameters and morph target were made. .
Finally, the scene was rendered in the sequencer and the tree blueprint parameters were manipulated by it, as all the blueprint parameters were exposed for this.
Real time preview
Switch Morph target with blueprint
Switch Material parameters, color and RVT height and falloff, with blueprint
Switching Material instance parameters