Learning UE 5.5 and Linux Mint 21.3 _ asset builds

Hello Everyone, I hope your summer is going well!
Some time ago, I posted my beginning efforts in experimenting with UE5.3 and Linux Mint. I just wanted share my current progress so far:

Earlier this spring I went to my local parks to Photoscan many of the natural rock features. I did this with the confidence of ignorance - I used a zoom lens (17mm to 85mm) on a Canon 5D MKii. This is more of a workflow WIP than a definitive project. The lens was taped so that I didn’t change the focal length by accident during photo acquisition.

These were rough and quick captures anywhere from 20 to 75 images per asset.

The resulting files were imported into Meshroom and were combined and exported as .obj into Blender 4.4.3.

Cleanup took some time as I had to either rebuild mesh tears or slice away parts that were beyond saving.

Once cleanup was complete, I then had to reduce the face count/mesh size to make it a viable asset for Unreal. Most of the meshes ranged anywhere from 1 million to 2 million plus faces/vertices. I was able to bring them down to around 4K to 2K size using the Decimator Modifier in Blender.

After that, I had to export the mesh/model/assets into an .fbx format for UE 5.5.
It took some doing, but I got it to work after some trial and error.

So why go through all of that trouble and spend all of that time to photoscan items when I could have simply just downloaded something similar from FAB marketplace? Or use A.I.?
Because I want to create my own assets for my project and learn the process from top to bottom.
Next up? Combining assets and crafting the terrain for the level. Stay tuned.

Here is a close up pic of the UE5 avatar and an asset to show the base scale.