This is an adaptation of a previous still/concept that I've put together some years back. Since then, I have visited the place in person and wanted to revisit it in UE4. The diorama is my humble homage to my favourite place on the planet - New Zealand, and what I believe to be the best trilogy in existence - The Lord of the Rings.
This work marked a return to to environment art for me, and CG in general, so I wanted to test out some of the workflows I've read about in various posts on artstation and 80.lv. I tried to stay close to the original (as per reference) but naturally modified bits and bobs where I thought they were a bit dull or uninteresting, this particular hobbit hole has been modified quite a bit in real life, so let's chalk it up to that!
My main focus was on using tillable textures and masks on bigger objects, so that the texel density matched the uniquely painted objects for that lush overwhelming amount of detail. For my plants and textures I relied on megascans and substance source. Modeling and UVs were done in Blender, I also used the HardOps addon for normals and bevel management, final render is done in UE4 with fully dynamic light. In hindsight I wish I invested in an RTX card.
I am no director! My aim here was to put together a slow pan through all the main areas of the scene, almost like extended screenshots.
Overall I am very happy with the effect, especially that I can reuse the material and just change functions to paint walls or other assets. Only caveat being that layers have to be painted in order.