References and Research
Rather than working from an original key concept, I'll be relying on real-world referencing to maintain consistency throughout the project. I've mapped my images to seven major pillars of focus.
I've found two 80LV articles that I believe will provide a lot of useful insight on how I ought to tackle this project.
Schedule
[For Part 1, I'd like to focus on getting the terrain, foliage, and atmosphere fully developed through the pipeline]
(5/19) Blockout - Main environment blocked out in Unreal. Temporary lighting solution has been setup, with finalized camera composition.
(5/26) High Res Sculpts - High-fidelity detail has been sculpted in ZBrush, with strong Primary, Secondary, and Tertiary forms present in all assets.
(6/02) Retopology and UVs - Creating low-res topology for each prop, including creating custom LODs to follow an optimized, game-ready pipeline. All assets are prepped for texturing.
(6/09) Texturing and Rendering - High quality textures with ample layering, as well as Vertex Painting and Blending set up in Unreal. A more finalized lighting approach has been completed.
Rough Sketch
Blockout in Unreal