I decided to give myself a 4 hour model/texturing challenge. I didn't want something too complicated because I wanted to be able to complete it within the limited time frame, so I also chose not to worry about poly/vertex count for this challenge. The mesh itself was modeled and UV'd in Maya, the material created in substance designer, and then sent to Unreal Engine 4 for a quick turn table render.
I wanted to challenge myself to see how far in a project I could get over one week using only free time I had each night after work, which ended up around ~25 hours.
The inspiration behind this was the Giant's Causeway (and other similar locations of Basalt Pillars). I've always loved the contrast behind the strong geometric look paired with other natural organic shapes.
What I Was Able to Accomplish (With Time Breakdown):
General Planning:
Basic Layout Sketches & Reference Gather : 5 hrs
Models:
Single Variation - Basalt Pillar [Zbrush] : 3 hrs
Single Variation - Vine; attaches to pillar [Zbrush] : 2 hrs
Materials:
Basalt; for basalt pillars [Substance Painter/Designer] : 4 hrs
Moss; for vertex blending (was in progress) [SubstanceDesigner] : 1.5 hrs