Thanks everyone! I appreciate all the kind words.
@sgv3dmax in this post I explain my workflow for the mesh masks: https://www.artstation.com/blogs/corviera/rjGa/crashsite-04-layered-materials-workflow-test-asset-technical-considerations
I’m using tileable textures on everything, very few exceptions where I’m using unique baked normal maps.
About the layered materials, they haven’t changed since ue4, so any tutorial for that will work.
Thanks!