RVT Blending to blend assets into floor, Sand build-up ontop of surfaces with z-up shader, sand running down sides of objects in shader also.
Randomizing base colour, roughness, normal offset and intensity. Also detail normal uv offset and intensity for the cracks. All done using primitive data, anything brick in scene uses 1 single material instance, no unique bakes.
Environment created for some fun, all created from scratch. All running from 2 material instances, 1 brick and one sand, no unique bakes or maps on anything only tileables. Heavily utilized primitive data to randomize several parameters for texture variation per brick and see how far I could push it.
Concept by Quentin Mabille: https://www.artstation.com/quentinmabille
Character Model by GONE: https://www.artstation.com/poligone