It's Unity, as previously mentioned. As for the shader, perhaps something based off of the one Gir posted, but adding black or white lines with the amount thereof being based off of a specular map?
I pretty much was satisfied with the amount of geometry I was able to conjure before starting to low poly and get things into UE4. Below are a few iterations of the cockpit area in UE4
I should have read your post first, lol...the amount of tiling...is definitely affecting. Maybe he was planning to have a modular workflow though? I don't know...
Oh dang, that came out really well. What was your texture size for this? The amount of micro detail came out very nicely. Look forward to see more post!
Little confused, are you having trouble scaling it to an exact amount, or is the problem just the usual issues you'd get with scaling rigs? Also, what are you using? Max/Maya?
As others said your space utilization is pretty bad, the way you have like small amount of work in the middle and ALL this wasted space. Keep it up though man.
Dare I say you have, so far, assembled the most kickassest team ever for the new project? I mean the amount of talentyou have there is nothing short of legendary :)
I went to school and am now doing exactly this. Only with a large amount of debt. Save yourself the trouble. The hardest part of self teaching is finding the motivation to keep going.
I think you'd get closer to your reference by increasing the amount of variation in the materials of your leaves; brighter/darker base color, more variety in roughness and translucency, etc.