Ethiopian Roadside Tiles
It was a little tricky when i created the grid iris, but once you break down each shapes it's as simple as a repeated node use of shape, transform, blend and bevel node.
Adding damages and Cracks
Once I've tiled it all and combined them for variation. I went on adding damages, crack and pebbles by using slope blurs, directional warps and warp, along with the blend node editing it's blend mode.
Adding the PBR properties
By extracting physical attributes from the height maps, I managed to get detailing for color generation, with few maps to add depth to the colors. Same goes to the roughness map.