Screenshots in Unreal 3 :
I made a simple setup with one directional sunlight casting realtime shadows and a large specular point. No lightmaps were baked. The sky is a simple dome with a gradient texture.
I modelled a simple basemesh to get an idea how i could build up the model with modular shapes and repeating textures, then did a paintover until I felt I had enough information to start working on the final model.
I modelled a base with parts that can easily be moved around for quick modifications. I also created several add-on meshes to add to the base, they can be moved around, instanced and LOD steps could be added for performance. I also used vertexcolors to get more ambient shadows on the mesh to better bring out the shapes.
Normal maps are partly rendered and partly painted by hand. The model uses one 1024*1024 for the base and another 1024*1024 for the add-on meshes. The specular maps were kept pretty simple, i think they serve their purpose in this case.