So, what about the specular/normal maps? Are you using a semi-automated process, with Substance or similar, or are you creating a heightmap from the diffuse, displacing a mesh in ZBrush and then polypainting?
These have been really inspiring, Maximum! Your materials look great, and I think you sell the scale of your landscapes really well. I do have a couple questions about your UE4 material set up: 1. Are you mostly using the splatmaps you gathered from WM to drive your material masks, or are you also using a slope-angle based…