This was a project I worked on in the time after my final year university project. It is working from a piece of concept art of the same name by Max Bedulenko.
From Block-out to final project
The way that I textured the majority of the large assets in the scene was a technique I saw used by EA and Dice in Battlefront and Battlefield. Using a series of individual black and white maps packed into a merge map, I could then use 3 tiling textures. (Metal Panels, Rust and dust) to lerp between. This led to an efficiently textured large asset with much more unique feeling and less obviously procedural wear and tear.
This process and some of the maps is illustrated by the tower below.
Materials authored in Substance Designer