My wood material was very straightforward following techniques in the video below:
https://www.youtube.com/watch?v=apa2DKNDINs&t=205s&ab_channel=3dEx
Major distinctions between my material and 3DEXs include using thicker strokes on the wood grain, a darker general shade to the wood and utilising a histogram range/scan to create highlights on the edges of the wood. I also toned down the noise around the wood to smoothen the wood appearing more painterly and a slope blur map to the wood grain to give it line thickness variation. Again all to attempts mimicing the handpainted style of World of Warcraft. Below is my material side by side with my refrences.
An issue I discovered while designing this is if a material is made seamless, a lot of flood fill features do not work correctly, and so I created a border using a gradient and histogram scan for the flood fill map allowing me to effective add random colours with flood fill maps.
I made a few variations using the initial tile node so there would be more options for my team to use in the project however they see fit.