After returning to work on this project due to real world events and dutys Im happy to say that I have an update.

I have finished modeling all the low polys models which remained and they are all unwrapped with care taken to preserve texel density as im wanting to avoid scuffed textures in Substance painter.
Along side this in Maya I have sub divided and beveled my way to finishing all the high poly models for the main environment. – This does exclude trees and foliage, I am yet to decide on how I want the trees to look, as I keep moving them around in block out.

I ended up modeling a few variants of trees both having a different branch layout and style. With the best in my opinion being the middle one However Ill have to address my references to see how im going to incorporate leaves and twigs into the scene and which pipeline im going to head down.
When it comes to texturing Ive thrown out the idea of in engine texturing using masks for the more traditional ways in Substance Painter – But instead of just gernerating mask Ill be creating Smart materials to quicken my work flow up as many of my assets contain the same surface detail, grunge’ness and moss coverage.

Above is the new pipeline i’m doing, though this is on a old model it displays the general feel im trying to achieve.
To round this month I began texturing some of my objects baking down high to low firstly then applying my custom smart materials to it. Though I did end up using the smart mask generators provided by substance painter to create a more natural effect.

This was one of the first done and in painter it looked flat and sad, so I exported the data to Substance Designer and BAM! (though it isnt the same model but close enough example)

This method of refining and creating advanced roughness and albedo maps in substance designer was great for those assets which just up to scratch when texturing in painter.