Albedo / Roughness / Height / Normal / Metalness amd Ambient
Occlusion maps used.
The environment renders are from Unreal Engine 4. During the texturing progress I used some 2D textures maps provided by Megascans. Substance painter and vertex blending have been used for blending textures and change their values. Ivy, evil roots and vines were created with the help of a spline blueprint.