These are among the few assets in the scene that has not been sculpted in ZBrush. The textures have been painted directly in Photoshop and the geometries have been modeled and UVed in Maya.
As all my other textures the Photoshop file is pretty modular (through the use of Masks and Adjustment Layers) allowing me to easily change and adjust many different properties of the textures: Albedo, Normal and SRM (Specular, Roughness and Metallic channel packed texture).
I usually pack and export my textures in Photoshop taking advantage of the amazing "Expresso" exporter: https://minifloppy.it/portfolio/expresso/
The windows material in Unreal use the "Surface Translucency Volume" Lighting Mode, allowing the glass to casts colors when the light past through it, creating some nice color effects in the scene.