Update - 24 Oct 2019
I will re-post the wireframe and the clay render.
I used blender for the compositing except for the glow where I used Natron that has a lot of community-made nodes.
Update - 15 Oct 2019
The procedural ones and the painted ones.
Update - 15 Oct 2019
I think this one is the last, I might just change the compositing.
The tree was made with tree it using the spruce asset and then tweaked it a bit in blender because the leaves' repartition wasn't really good. I changed the bottle's label which is no longer a texture but a boolean to add thickness to it. I added little details that we can really see but I think they are part of the realism like lips print on the glass, fingerprints on the bottle, moths around lights and clothespins.
It was a cool challenge I learned a lot of little things like managing a project and keep it clean.
Next I will provide breakdown pictures.
Update - 5 Oct 2019
Added Textures on the bottle and liquid in the glass. Changed the composition a bit and added ivies.
I used the ivygen addon to add them in seconds but the leaves aren't really realistic so I might add my own particle system. I will also add a third lamp behind the camera to reveal the foreground a bit.
Used the old mist pass to quickly add some atmospheric effect on the mountains.
I also used the Intel denoiser of the 2.81 to get rid of some noise but I kept some to keep the sharpness of the picture.
Finally, I got rid of 1 of the cloths drying it seemed to take too much space and was too dynamic for the mood.
If I have the time I will add little details with texture painting and a tree on the left of the picture to help focalize the attention on the right of the picture.
Update - 26 Sep 2019
I'm working on a quick mountain for the background.
I think i'll change the hdri which is too bright, I intend to make it an "almost night" scene.
Update - 23 Sep 2019
Textures are from textures.com and the hdri (that I might change) is from hdrihaven.com.
The textures are also tweaked using procedural textures.
Screenshot from the previs view of Blender.