A small luthier's workshop scene.
Modeling was done using Maya, textures made using Substance Designer and Painter. The edge decals' high-res were sculpted in ZBrush. All rendered in Unreal Engine.
I took this opportunity as a way to figure out how to make a material that pseudo-randomly gives props a tint based on a tint-palette texture. That way every instance of a mesh has a slight color variation to help break up the monotony.