I sculpted the high polys in Zbrush, retopologized the lower poly models in Maya, baked the high poly maps in Marmoset Toolbag, and textured in Substance Painter. Final texture tweaks were done in Photoshop.
I set up the scene in Unreal Engine 5, utilizing the terrain sculpting, painting, and foliage placement tools to build the forest. The additional tree and rock models were sourced from Quixel Meganscans. I used a combination of directional lights, sky lights, post process volumes, and point lights to light the scene. I played with the volumetric cloud material to achieve the overcast, stormy clouds that I wanted to further set the mood.