For my Texturing and Surfacing course I was tasked with building a little diorama to demonstrate proficiency with Substance Designer in application to a scene. I had never attempted Stylized materials before and wanted to take this opportunity to give it a shot. I wound up using my own house as reference for the scene. I eventually had to cut a few models due to time constraints and being busy with other finals, but I would say it turned out better than I initially expected.
All of the materials are either trim sheets or tileable materials, so there are no asset-specific textures, which had it's positives and negatives. To achieve a stylized look, I mainly played around with Gradient Maps and Curvature nodes. Combining these in the color map proved to give the stylized edge details I was looking for.
The models were created in Maya and sent to Unreal where the materials were applied. I played with Tessellation a lot here to get more defined shapes with the leaves on the trees and bushes, the roof tiles and side panels on the house, and especially the sharp points of the grass. This led to a bit more geometry than I was intending but for this assignment it turned out alright. I added a very light post process material I had made previously that gives a light black outline around the objects in the scene to tie in the more cartoonish and stylized look I was going for.