I have recently been trying to accurately recreate The Star&Garter Pub in Leamington Spa in 7 days. Using a combination of reference images and google maps I was able to approach this in many different ways, I started by planning my texture maps, once I had done this I broke the building down into 4 key parts and made asset lists for each necessary section. From there I modelled in Maya using standard poly modelling as well as the use of some splines. I then created my intended materials in Substance Painter before hopping back into Maya so I could unwrap everything in line with the trim sheets. I did use some megascans foliage assets in my atlas as a way to make my own foliage without needing additional textures each time. The final thing to do was to texture the additional props in a more traditional method, taking them into substance and baking them with some hand painting to achieve the final result. Once in Unreal, I was able to push the limitations by duplicating my trim sheet material and adding refraction for glass, as well as creating a parallax effect in the lower windows, allowing me variation without an entirely new texture set. I was also able to duplicate my tiling paint material and add an opacity mask for the peculiar semi-circle detail. From there I used a variety of Megascans decals to recreate the weathering to the building as accurately as possible, this includes scratches, paint cracking and chipping, dripping leaks, and leaves on the floor. Finally I worked on post-processing, trying to bring the overall quality of the scene to a higher standard.
I did have some issues with UVs which caused me to have to jump in and out of Maya and other software, if I were to do this again I definitely think better planning of the UVs would have resulted in more time to add fine details and finishing touches, rather than working on fixes.