Love the David Harrington suggestion. I wont be taking part in this one, simply because I've started the 2d one I've suggested, I want to make it a modular set rather than a diorama though, cant wait to get it rolling
4096x4096 is way overkill for this. There goes the texture budget for the whole level. Vehicles nowadays use 1024x (or a couple 512 sets) since you'd be using three of them... diffuse, spec, normal. Modular approach will save you tons of texture space.
Judging from what I see, this is a lot of modular pieces. How did you go about making the curvy wall part?. Just a bend modifer? I try using that for my work but it never seems to bend right on the grid.
not using modularity in this kind of scene is quite crazy too, especially considering the very little timeframe you had... you would have been able to spend more time on individual panels and global shapes rather than everything at once
Fixed up the stone fence, also sculpted a tilling texture/geometry to use for most of the stone walls. For the roof I sculpted and textured a couple roof tiles in 3D Coat and then built a few modular pieces using those tiles in blender.
Fleshed out the roof some more with something a bit more interesting. Still working on the trimsheet so the modular pieces are still pretty WIP at the moment and I'm trying to figure out how I want to design the top of the tower still...
This is one of several packs of modular pieces I am working on to give away to the UE4 Community for free. These are images from Zbrush and Substance painter, and two images of how one could use the parts. all parts are in one UV Atlas
Adding some detail, preview modularity in Max viewport: Thinking of pushing this towards a more bright/clean environment than most of the dead space game/concept work is. Enjoying learning more about HP modelling in 3d max in the meantime