As I expected, it was an incredibly tedious process where I made multiple high polygon block models. The normals from these were baked onto low polygon blocks. Next, was the color. I decided on a forest temple style, like something found in caverns beneath a jungle. The rocks are kept relatively bare, with some hints of dirt and moss, but overall I wanted it to be a greyish color.
Okay, enough talk. Here it is running in Unreal Engine. The material is composed of color, normal, roughness, and ambient occlusion maps.
So what's next? Now that I have a solid foundation, I'm going to start building more, but first I need to set up a better environment to test in. Up until now, I have been using the default environment in Unreal 4 in order to test the scene. I'd rather be testing things out in lighting more appropriate to a dungeon.
So next on the agenda is basic lighting.