Originally created for Second Life, I designed this entire scene to be an efficient, self-contained environment, with elements all sharing several common 1024 maps (second life's max resolution for texture maps) as well as several tileable 512 maps, to reduce GPU load and increase FPS without sacrificing texture quality. All assets are originally textured in Metalness PBR using Substance Painter and Substance Designer and ported to Second Life's engine (which currently exists as a partial implementation of Specular PBR) by using baked lighting and other tactics. All modeling was done in Blender. All of the work here is my own design, I did not work from any concepts, though real work references were considered.
All assets visible in the render images are my creations with the exception of one or the two background cliff faces, which is a megascans asset. With the exception of those cliffs, and the roads, I created all the assets in the scene over the course of 6 days in order to meet a deadline.