Been doing some good progress on the shot. However populating the scene and texturing it takes a lot of time. Since I am not using photo textures for anything (we are aiming for a more stylised look) I will have to paint every texture myself and since we are moving through a 3D space each element has to be Uv mapped and have those textures applied to them. The camera is almost doing a full 360 move, so I will have to populate every angle, which definitely takes its time.
By having the camera move through the space it also introduces some tricky design challenges as the lighting has to look good in all angles. If I just have a camera look down one way onto some objects, lighting can be sort of hacked together to make that exact angle look good. But when you suddenly have to look at what's behind you, things get a bit more difficult.
There are still objects in there without texture (white building in the back etc) but some of the foreground elements are getting there. Getting the floor to not just look flat but still have a painted feel to it took a bit of effort.
For the far background I have taken a slightly different approach. Here I simplified the textures of the buildings to make them feel less detailed and I also put all vegetation on flat cards. This works well as we don't have a lot of perspective change on these elements as they are far away from the camera.

I will make more videos about the process of this shot as I go along. Currently the workflow is a bit of R&D for me, so its hard to get good content out of the real time workflow. I think once I am getting it to a good place I can start to break things down for you guys and create videos, focusing on specific areas.