This scifi corridor was created as a workflow experiment with nanite and lumen in UE5. I was attempting to test how well an environment could be created with no uvs and no low poly. I used only a few materials and material functions to optimise the scene. I used world aligned texturing to get around having uvs. I think it would be a pain to uv a model with over a million triangles, so to really get the most out of nanite ,we as artists ,should probably explore ways to get texture detail into the new engine without having to spend tons of time with bad uvs. This isn't a perfect workflow as you are limited by what materials and functions you have available and how you've split the polygroups in Zbrush. It still seems pretty good for quickly bashing out ideas and could be a great way of doing concept art. I used quixel textures and some unreal engine standard scene assets and rendered the master sequence with movie render queue.
the material parameters in action on the metal material
the material parameters in action on the green painted metal