Workflow ( skip if needed ) :
So i started off by seeing some references as usual. then i went to blender and got a landscape mesh using the ANT landscape add-on , i switched to a preset called canyon as a starting point , i tweaked the settings to get a more realistic mesh . it took some time to iterate . then i started with the smaller details , used a combination of noises to do the detail work , but the blender version used both bump mapping and normal mapping , which looked good inside blender , i had a basic color and roughness parameter. i it worked nicely
now to retopology , i used the decimate modifer on the mesh to reduce poly count from a million to a few thousand , its worked for the most part , but it distorted some major proportion , which had to fixed manually
Now that i got the retopo mesh , now to bake some normals , and here is the problem. it utilizes both bump and normals , and on sketchfab , you cant have both bump and normals , so i had to figure out which one did i want to use , so i made the decision of using normals , and i hade to sacrifice bump data which could have made some good looking light details on the viewer
after upload , i had to work and itterate the lighting a Ton after somewhat getting a good result , although the normals looks bad for some reason ( proabably because i had to turn my bumps into normals ) , Areches pintress worked perfectly , and i had to work with the lights a bit
difficult parts being sketchfab not supporing both bump and normals , which is a bummer
and as sketchfab dont have Global illumination , i was struggling with the Red bounce light that makes the canyon shine and look good. also the shadows are a little weird , The enviroment was universally lighting everything , even the places it should not reach ( i.e the yellow tints of the backface of a hill , that should not happen because light should not be able to reach it )
i am working on a remaster of this which will look better , i hope to see a improvement.