I wanted to share the progress of my current freelance work of a generator room. I can't go into too many details about the purpose, but I'm creating high quality renders to be used as references.
I'm currently filling out the space with high-poly sub-divided meshes for quick iteration in Blender 2.8. Once things are locked down I will make lower poly meshes with individual textures where needed.
I've been using Substance Designer to create flexible tiling textures for use on the walls and floor. In some areas, such as the bar grating on the platforms and the stone wall I am also using height maps for displacement. For areas with less intense displacement I am going to look into parallax occlusion maps.
Eventually I hope to bring this into the Unreal Engine for fast lighting iteration. Currently I'm rendering in Blender Cycles using HDRI images for lighting.
Substance Designer Materials