An environment scene i created in Unreal Engine 4. I used the trim texture technique from Sunset Overdrive by Insomniac Games to create all the assets in the scene.
A majority of the assets uses the same master material. it allows for vertex paint with a procedural brushstroke to achieve a painterly feel. The color, roughness, metalness and normal map are decided per instance of the material. Only two textures were used for each instance. One for the normal/AO and one for color, roughness and metalness. In the end only tre master materials were used in the scene: one for glas, one for the text and logos and one for the rest of the assets.