This is a personal project/study of medieval environment .
My main goal was to practice texture creation and optimization , so all the buildings and most of the props are using the same texture atlas. The texel density is quite low - 256 pixels / sq.m.
(the atlas textures are 4096x4096 pixels)
Most of the materials are fully procedural and made in Substance Designer (including the landscape materials , some decals and the smoke texture).
The texture atlas itself is also made in Substance Designer using material blends ,material transforms, simple masks and dilation nodes.
In SD ,most of the time I ended up using 1 graph with MultySwitch nodes and exposed parameters to make different versions of the textures (different shapes, tiling , color variations etc..), but keeping the overall look the same.
The scene is also using UE4 atmospheric and exponential height fog for the volume light and simple particle emitter for the smoke.