Just sharing some shots of the props and shaders. Everything is rendered inside unreal engine 4.24. Most of the work I learnt by looking at the existing shaders made by other people (especially for vegetation, I looked at megascans shaders) and reading the documentation as much as possible. A really cool tip, whenever I wanted to know about what node I'm using and why it is used, you can right-click on the node and click "view documentation". It takes you straight to the documentation of that particular node and unreal has a well-documented website.
The trims were used for modular and large pieces. They were made in Maya, Zbrush and Substance Painter. I followed a tutorial by Tim Simpson on Polygon Academy:https://www.youtube.com/playlist?list=PLBi3xvwvY3dk09fNSd7jrnEscXS_6_1p2
The Utiliy Pole Blueprint tutorial: https://youtu.be/Ywh5cehgwLs
The Landscape shader is automatic depending on the slope information it receives. Although, it can also use manual painting as well as imported masks from terrain authoring software. The foliage I followed Peyton Varney's excellent foliage tutorial: https://www.artstation.com/artwork/Z4v5N I used Paintfx->Zbrush for making normals and masks-> Designer to make albedo and other maps.
I used Substance Designer to make the tileables and texture a few props. I also used Substance Painter for some other props that needed manual painting. I used masked based shaders for some props and some used different UV channels for masking so I can use tileable and not lose the texel density.
Thanks for watching and if you have any questions or criticisms let me know!
Masked shader for changing albedo.
The utility pole blueprint I made. Thanks to Zachary Downer for the awesome tutorial.