I have arranged my Lost Temple assets into a tiny scene into Unreal Engine 4 to test out the lighting, and material definition. My initial critique was to switch from Quixel textures to hand painted PBR textures. So while I haven't yet started due to time crunches, I will be applying this critique to the assets in the future.
The house has been completely textured, and placed into UE4. The hand painted textures were a bit rushed on some parts, and the normal maps don't stand out all that much, but the main goal of texturing and importing the scene into UE4 has been achieved. Planning on going over the textures with more detail in the future.
I have all the pieces for the medieval house unwrapped and ready for texturing in Photoshop. Currently going for hand-painted stylized textures for the house, so that will be the next step in completing it. Also going to load the untextured/unwrapped pieces into Unreal Engine 4 to start laying out the scene and play around with the positioning and lighting.
Currently working on redoing the Hall of Shu environment with bringing in the environment assets into ZBrush, Substance Designer, and Quixel Suite. So far, I have the dragon statue and the center walkway assets completed with the full PBR workflow.