For two weeks, I made a small environment inspirated by a part of Kawasaki Warehouse. I made the blockout and low poly in Maya, used Zbrush for some of the highpolys, baked in Marmoset and made the scene in Unreal Engine 4. The hardest part was to get the mailboxes work and feel right. At first, I made the boxes as seperated meshes and textures and it took me a few hours to realize how stupid I was. That method would have taken me forever to get the result I wanted. So the next day, I put everything at the same UV, made four different assets and textured them all at the same time. That way, I could make more variations of the mailboxes without having to do that much work.
I made four decals that I could place on the walls for more variations.
The blockout I made before finishing the assets helped me get the right size, shape and basic lightning for my scene.
For this project, I made a few base materials in Substance Designer with a some parameters to help me get the result I wanted and make texturing faster.
For my textures I tried to keep some of the assets that belonged together on the same texture sheets. Roughness, Metallic and Ambient occlusion is packed on the same texture.
My iterations of the scene next to my reference picture.