Stylized Hidden Elven Valley

A hidden elven paradise discovered in a valley...
GOAL:
This was a composition and lighting study. I wanted to experiment and design the composition throughout the process of building the valley.

I have been wanting to create a stylized piece and have some freedom in terms of creativity and level design. I based my concept by the very talented paperblue artist.
https://www.artstation.com/artwork/aYYOe8
It was a bit challenging as I had to go back and forth a lot with the greyblock till the very end but I am satisfied with the results. I really enjoyed working with unreal engine landscape blending it with custom meshes I sculpted and then doing the final touch with the grass.
I followed this tutorial for the wind animation:
https://www.youtube.com/watch?v=5s22gzA5yV0&ab_channel=Rimaye%5BAssetsandTutorials-NIAGARA%5D

Another angle

Asset Breakdown

Asset Breakdown

Clouds hand painted in Photoshop and used as an opacity mask.

Clouds hand painted in Photoshop and used as an opacity mask.

Initial greyblock stage which I roughly place the rocks and the buildings and figure out the focal point of the environment.

Initial greyblock stage which I roughly place the rocks and the buildings and figure out the focal point of the environment.

Adding in the sculpted rocks to start placing assets and design the level. At an early stage I did a quick bake to check how things look with ambient occlusion as well.

Adding in the sculpted rocks to start placing assets and design the level. At an early stage I did a quick bake to check how things look with ambient occlusion as well.

Changing the angles, I felt the initial angle looked nice but I was paying more attention to the brige between the cliffs

Changing the angles, I felt the initial angle looked nice but I was paying more attention to the brige between the cliffs

I wanted to visualize everything with colours so mid process I did a paintover of everything and used the concept as a reference.

I wanted to visualize everything with colours so mid process I did a paintover of everything and used the concept as a reference.

I ended up removing the very large tree at the back as I felt the foreground was quite detailed and wanted the attention there.

I ended up removing the very large tree at the back as I felt the foreground was quite detailed and wanted the attention there.

Lerping the materials to allow cliffs to be blendable with the ground.

Lerping the materials to allow cliffs to be blendable with the ground.

Adding world position gradients with a mask.

Adding world position gradients with a mask.

Painting grass on objects that are not landscape object is harder to blend, therefore there was some manual adjustments on colour of the grass so it blends well.

Painting grass on objects that are not landscape object is harder to blend, therefore there was some manual adjustments on colour of the grass so it blends well.

My real life plant made a cameo in the scene!

My real life plant made a cameo in the scene!