I don’t want to rip off their idea or anything… but I would like to tap into that visual style - I get that the terrain can be easily recreatable with things like heavy terracing in world machine, etc.
But the style… the colours etc, how do we create that? is it done on a material by material basis? or is it some kind of lighting set up? is it both?
1 - Dynamic GI pretty much looks like a must-have, but then I can’t see any bounce lighting, just lots of ambient lighting.
2 - No Specularity or Reflections
3 - I’m willing to bet that due to it’s procedural nature, they don’t have thousands of different objects and textures made for every variation of object. Lots of instancing, and use of colour parameters in the materials to modify object colour.
4 - Simple, blocky normal maps.
Can’t really tell much more from the image, and even some of that may be wrong. Best bet is to crack on with it and try and make something similar.