A study of a macro scene using Unreal Engine and content from the Megascans Meadow Pack and Free Scans.
The objective was to apply techniques from larger open-world game development to a smaller scene in an attempt to try and come close to the quality of a high-end render with game optimised content. For example, the meshes were all LOD0 (around 7K triangles) and textures ranging from 1K - 4K.
The lighting in the scene comes from a Skylight and a Directional light, both of which are fully-dynamic. To illustrate this, I included an image of the scene bathed in a sunset with no alterations to any of the shaders. Although I don't like the "feel" of this image, I included it to demonstrate that shader setup was considered from the outset to provide a consistent PBR response to lighting.
Techniques ported from larger open-world development include foliage painting on a macro scale (the moss) and placement of scatter assets (leaves).