Once I used to 3d freelance for @1C Entertainment game "King's Bounty II"
I only got one concept-art and size blocking, and had over 2 year brake in modelling.
As a perspective of hard-surface modelling of all this filigree right in time looked horrific that day, I decided to compensate my low speed with techart.
As hardsurface hipoly is only needed for normals and AO, why not to generate these textures out of original pieces of concept art?
So I googled for grimoires and different books of magic, until I found a pinterest board, presumably used by concept artist for this book, prepared them in photoshop and generated textures for layers in substance painter.
(UV shells rotation was the main issue as u need to preserve normals rotation, when generated normal textures are applied above as layers)
I presume we should call it reverse-forward engineering reconstruction of concept-art.
game-ready 3D model (1 945 tris)