I started this piece by gathering references online before modeling the assets in 3ds max and zbrush. I then retopologized and unwrapped the assets in 3ds max. I brought them into substance painter where I baked the ao and normal maps. I then textured them. I made the cloth asset's material in substance designer and applied it to the asset in painter.
I made a terrain in Unreal then imported the assets in. The terrain was painted with a free material from textures.com and the grass foliage is from quixel. Finally I set up the lighting and post processing in Unreal.