This environment has been my favorite that I've ever worked on throughout my years at Hyp Games, and I felt I just had to show it off. The team at TGL had tapped us to port some of their golf simulator environments over into PGA Tour Pro Golf on Apple Arcade, and I took an interest in this cavern space in particular.
Coming into the hole, I was given an unoptimized terrain mesh from TGL's Unity project to serve as a sizing and dimension guide, as well as unoptimized versions of the cave ceiling and stalactite assets. Using Maya, I created streamlined and optimized meshes for the cave floor and the play elements (tees, fairway, water, etc.) while my coworker Martin DeWitt (https://www.martindewitt3d.com) worked on optimizing the cavern ceiling and stalactite meshes.
From that point on, I took full control of the process. I UVed and lightmapped each object within the scene, and created textures for each asset used. I should note that the existing textures from TGL for the stalactites were usable, so I simply applied post-processing and color correction to them within Photoshop. I also placed lights and rendered out baked lightmaps using Maya's Arnold rendering plugin, as well as ensured that the hole translated and was playable within our established gameplay systems, as opposed to those used by TGL.