That inside corner will need additional support loops to remain sharp. The width of these loops should be similar to the width of the other perimeter support loops. There's a few different ways to approach the topology layout. As long as everything smooth properly, it's possible to use triangles and n-gons to connect the corner support edges to the rest of the geometry. Since this mesh will be used as a base mesh for sculpting it probably makes sense to try and keep everything on a quad grid.
Here's a couple examples of all quad topology layouts that provide additional support for the inside corner. The first example uses a bit more geometry and since the peak of the cut out lands between the segments the topology is compatible with back to front mirror modifier.
The second example uses a bit less geometry but, since there's a quad connecting the edges around the peak, it won't work with a back to front mirror modifier. Both of these topology topology layouts would probably have to be created before sculpting on the base mesh.
Finished this art test late 2020 for thatgamecompany in Unreal. Got me onto the interviews.
I feel really good about this. Really pushed me to scramble and cobble together tech art solutions to get this all into one nice diorama.
And yes, those birds are ALL flapping at the same time. I didn't notice cuz I am terrible at QA.
as in there are parts that end up not even being visible on the renders that i spent way too much time on, i have terrible time managment "haha"
There's a turntable too, but i cba to upload that to youtube so I'll just link the artstation ;)