Art test I've done for TT Games. The goal was to recreate a scene based on a concept art, with a polygon and texture limited budget.
I worked in a PBR workflow, so all the materials have three textures: albedo (diffuse), normal and roughness. For some of the elements, an ambient occlusion map is saved inside the alpha channel of the diffuse map. All of the textures have 1K x 1K resolution, except the pillar that has 2K x 2K, and the small foliage map, that has 512x512 resolution.
Pillar: The pillar has 1387 polygons.
Wall: The wall without the rubble is made by 310 polys, The rubble alone has 684 polys.
Foliage: Each plant alone has less than 40 polys each. The total budget of the foliage is 874 polys.