Gothic Temple Environment Unreal Engine UE4

A small scene in Unreal that I finished these days during quarantine... Some things could be certainly improved, however, I feel it's time to put this baby to sleep. I would love to read some feedback if you have the time :) it will be very appreciated.
Thanks to this fellas for their feedback which helped a lot :) Alexis Fioretti, Maximiliano Dajtscher, Ariel Anabitarte and Otto Ostera
You can get the environment here:
Unreal Marketplace: https://www.unrealengine.com/marketplace/en-US/product/modular-gothic-temple-medieval-winter-snow
Artstation: https://angelfernandes.artstation.com/store/kGN9/modular-gothic-temple-unreal-engine-ue4

Final render.

Final render.

Full environment.

Bricks/Stone wall texture set with and with out snow.

Bricks/Stone wall texture set with and with out snow.

Bricks/Stone wall texture set with and with out snow.

Bricks/Stone wall texture set with and with out snow.

Bricks/Stone wall texture set with snow. Adding some stucco and layers of snow by Normal and AO map and a world position damaged effect.

Bricks/Stone wall texture set with snow. Adding some stucco and layers of snow by Normal and AO map and a world position damaged effect.

A trim sheet, same shader options than the bricks one.

A trim sheet, same shader options than the bricks one.

The brick wall shader allows me to paint different texture sets, add a layer of damaged, add snow (depends on the Z Axis, Normal map and AO map), and the common tweaks like tile, contrast, normal intensity, etc....

Altar low-poly + normal map.

Altar low-poly + normal map.

Altar + normal detail layer and it's snowy shader.

Altar + normal detail layer and it's snowy shader.

Some blocks low-poly + normal map.

Some blocks low-poly + normal map.

Same blocks + normal detail layer and it's snowy shader.

Same blocks + normal detail layer and it's snowy shader.

Cross. Low-poly + normal map on the left and full shader on the right.

Cross. Low-poly + normal map on the left and full shader on the right.

Some basic hanging snow/ice shapes... snow blending, normal detail, fuzzy shading, etc...

Some basic hanging snow/ice shapes... snow blending, normal detail, fuzzy shading, etc...

Foliage sculpted in ZBrush, baked and textured in Substance Designer. Ground materials created in SD as well..

Foliage sculpted in ZBrush, baked and textured in Substance Designer. Ground materials created in SD as well..

Some variations of the tree shader with a few snow piles. I created the 3 Tree materials in SD.

Some variations of the tree shader with a few snow piles. I created the 3 Tree materials in SD.

The shader I did for the trees and foliage allows me to paint different texture sets, add a layer of a peeled texture, add snow (depends on world position, Normal and Heighmap map), and the common tweaks like tile, contrast, normal intensity, etc....

Background mountain I did in World Creator. Textured in SD.

Background mountain I did in World Creator. Textured in SD.

Background mountain I did in World Creator. Textured in SD.

Background mountain I did in World Creator. Textured in SD.

Background mountain I did in World Creator. Textured in SD.

Background mountain I did in World Creator. Textured in SD.

Low-poly + normal map

Low-poly + normal map

"deprecated" assets I think I will use for another project...

"deprecated" assets I think I will use for another project...

Very basic modules I did for the Gothic Temple (or church? :P)

Very basic modules I did for the Gothic Temple (or church? :P)

This is the same shader you saw in the brick video :)

Low-poly + normal map on the left and full shader on the right.

Low-poly + normal map on the left and full shader on the right.

Cliff and rocks. Low-poly + normal map. Very common workflow. Sculpted and decimate in Zbrush, low poly polish and uvs in Max. Baked in Marmoset.

Cliff and rocks. Low-poly + normal map. Very common workflow. Sculpted and decimate in Zbrush, low poly polish and uvs in Max. Baked in Marmoset.

Shader: I did a tile rock material in SD and 2 different normal deital textures. Snow blending depends on world position, Normal map and AO map.

Shader: I did a tile rock material in SD and 2 different normal deital textures. Snow blending depends on world position, Normal map and AO map.

Watch your step!!! Low-poly + Normal Map.

Watch your step!!! Low-poly + Normal Map.

These use the same shader I did for the rocks.

These use the same shader I did for the rocks.

Some basic and noisy tombs. ZBrush, Max and Substance Painter.

Some basic and noisy tombs. ZBrush, Max and Substance Painter.

Some close up render of the POI...

Some close up render of the POI...