Wanted to improve on my foliage and learn sculpting in ZBrush for my next environment art project, so I started looking for some good concept arts on ArtStation.
Came across some really nice concepts, and this is the one I ended going with at the end.

Felt like this has a really cool blend of landscape, foliage and sculpted assets, exactly what I wanted to focus on learning.
Replies
Elements needed for the scene:
1. Trees
2. Rocks
3. Stone face
4. Stone steps
5. Stone slabs
5. Plants
6. Grass
7. Flowers
8. Vines
I'll most probably be adding more elements to this list and taking more references as I make progress.
I struggled a bit with the rock at first. Saw a bunch of tutorials and tried following my references as much as possible.
This is the rough shape I got initially. Tried to make it look like the small rock in the foreground of the scene. After I added some more details to this, I wanted to apply some textures on it to get a better idea of how it would look in the scene.
Made a tileable texture, this is what it looked like in Substance.
Overall, I felt pretty good about it so far.
Asked some people for feedback and one general feedback I got was that the rock looks like 2 small rocks sort of slammed together, and that the overall silhouette might look a little too perfect for a rock. It needs some more cracks and tertiary details.
I tried to follow my reference as much as possible, but considering a lot of the face would be covered with moss, plants and tree roots, and the fact that this was my first time sculpting a proper human face, I figured as long as the proportions look believable overall, it should be good enough.
I struggled a lot less with sculpting the face, compared to the rock. At this point I felt pretty confident with this sculpt, for what it was supposed to be and decided to move on to the next elements.
Put some textures on the stone steps to see how it would look. I feel like it loses some detail. Might edit the low poly version a bit to make the cracks pop out more.
Sculpted another rock. Feeling a lot better about this one so far. I might use this for the big rock on the bottom-right part of the scene.
At this point the only thing I feel like I will struggle with is sculpting the ground around the face and trees, and blending it in with the rest of the landscape and the other elements.
Very nitpicky, so feel free to ignore: I think some of the cracks on the face are a bit random. They go in all directions rather than following some internal structure or weak points, and some of the widest, most open parts are in flat or depressed areas (like above the lip rather than on the exposed edge of the lip).
If we assume the screenshot/concept to be our main viewing direction, then the placement of the crack through the lip is also a bit unfortunate in that it is done from the direction of the camera, hiding the curvature of the lips and basically resulting in a 2D effect. Then, it ends right at the nostril, which could simply be a coincidence (just like the widest part of a crack could anywhere, technically), but the change in surface is probably too small to stop or divert it, and optically, I'd probably continue it right through the nose hole (that would likely only be a depression) and upper part of the nostril, assuming I wanted to keep it.
Lastly, the crack in the eyeball reads like a (lizard) pupil, giving his gaze a direction. Might be intentional, though.
Like said, quite nitpicky and perhaps not very helpful at this stage, so don't let that stop you in your stride.
I did add the crack on the eyeball on purpose, but might change the placement of it a bit later depending on how it looks when I add the other elements in the scene.
Might struggle with material blending and landscape in this.
I did some research on Gaea, and it seems like the best option for making the overall landscape. For the ground around the trees and face, I made a simple cone mesh to better blend the elements together.
Started messing around in SpeedTree to get a base mesh of the tree going. Still got a lot more to do for this.
I'll be taking this into ZBrush later to add further details.
One thing I'm still a bit confused about is if I should model the upper part of the tree (branches & leaves). It won't be visible in the scene but it will definitely add to the lighting.
Took it into Unreal to see how it looks in the scene. Some of the roots on the left feel a bit out of place, I'll take the base mesh into ZBrush and try moving some of the roots around before I add more details.
Had an idea of making the roots flow in a way that makes it look like hair for the face. But for now I'll keep going with what I have and slowly add all the main elements in the scene.