Here are a couple of the master materials I made for the environments in MiB Galactic Getaway.
The base of the materials is the usual diffuse, M(metal)R(rough)O(occlusion) mask and normal maps used in Unreal, but we also needed some extra masks and blending to help breakup tiling and give a little more varied detail.
Side note, this is a VR game so some of the details were exaggerated to make them more noticeable. The VR resolution (and night time lighting) made it pretty subtle.