This is a Sci-Fi interior made using Substance Designer, Maya, and Unreal Engine.
The graph looks long but the method is straightforward. Of course in the beginning you will create the shape and along with it is the height information. Labeling every set of nodes will make your work easy especially in creating the color, roughness, and metallic maps.
Make the color first, then test the paint chipping. Same for the dirt node.
UNREAL ENGINE
The Master Material has a Flat Tessellation with a max displacement of 500. Lighting has exponential fog. I used the New (Default) Sky and Atmosphere. There is imperfection texture plugged into the MM which is an option to have random roughness on the model.
MAYA
I subdivide my plane around 30 x30 to bear the displacement of the Material in Unreal Engine.
Big thanks to Javier Perez for continuing to share his knowledge!
Lighted and render in Unreal Engine