Square Flooring Tiles (Dirty) - Created two variations of differing damage in Mixer, and then used vertex blending in UE4 to blend between
Subway Tiles (Dirty) - Created two variations of damage levels in Mixer and blended in UE4, adding in a third 'fire damage' material that's seen near the clinic doorway.
Subway Gate - High to low baked modular asset modeled in Maya and textured in Painter, with emissive decals created in Photoshop.
Fare Machine - High to low baked asset modeled in Maya and textured in Painter, with emissive decals created in Photoshop.
Hologram Bollard - Mid-res asset (no normal bake) modeled in Maya and textured in Painter, sticker decal created in Photoshop.
As time started to really run out, I opted to model the Bollard mid-res, which although a little expensive compared to my baked assets, was still fine in my relatively simple scene.
Without the baking and low poly process, I was able to get from concept -> textured asset in about 3 hours (demonstrated by my less than exceptional texture packing 😅)
Overview of all the assets used in the scene
Here's a quick breakdown of a handful of assets from my Subway Clinic scene.