I created a material function that uses the SkyAtmosphereLightDirection instead of an arbitrary 3vector. It generates something I can lerp between light and dark using the level DirectionalSun component.
I throw that into a MasterMaterial for the entire thing. I multiply light and dark over a texture for the base color, then feed that into emissive of material set to unlit. This breaks PBR (i'm okay with that, it's even better actually). Anything in my level that glows like light fixtures will go directly into emissive without receiving the fake lighting. I'll make a second MM for light emitting objects. They'll have to be on their own texture sets.
I bought Pixel8r to help better reduce the palettes on my textures. It has more options and gives a little better results than Designer's Quantize Color Nodes.
I tweaked my textures and took a short video of the pizza place under the new lighting
Hiii, this time I continue with my project, all the plants where finally change, the road was fix and the bushes (a lot of bushes) where place in the scene, I am so happy as finally modifying that and with the road the image breaths so much more and the composition is way better.  I also have been modifying my values, I think I am finally getting closer, and after that it will be time to modify the saturation of the image. These are the values that I had before.  Compare to the one in the corner my values had too much contrast so for the new ones I try to soften these values to appear more like the image, if you all know a way to see UE5 in black and white will be so helpful as I have been back and ford in Photoshop to see the values. But well, this is the result. I still have to modify some values Like the one of the trees, but I am happy is getting closer. For other stuff, I will start with doing a texture for the tree trunk and tree variations. After that the cubemap for the inside of the house and start with the effects like butterflies and smoke for the chimney
You have to block out the large shapes first. Try to make it modular.
For the edges it depends. This I would do last once you have the main pieces that you are going to break up.
Once you have your modular parts bring into your sculpting program and do a damage pass.
If you have zbrush get the orb pack of brushes.
Turn your block out mesh into a "sculptable" mesh with Zremesher and Dynamesh
Damage edges.
Sculpt large details first
Subdivide enough that you can use alphas to add fine surface details.
You are probably going to have to make some seamless textures
If the concepts shown in the links that Eric provided don't provided enough steps, it's because what you are trying to do is too advanced at the moment.
Look up how to sculpt rocks and bricks, make seamless textures in zbrush then try to apply those lessons to an arch. Once you are happy with that, see if you can do the other elements in your reference.
I included a really bad model showing the steps you might take.
I'd suggest you start with a paintover, breaking all shapes down into logical groups, then model these, then join these, then work in details like the cutouts and drill holes
Hi everyone, this is the result of my attempt to move from the props I make at work to vehicle. Can I please get some feedback? https://www.artstation.com/artwork/oJqKow