This storefront was based on a real location in Hong Kong, with high resolution texture on a relatively low poly model.
I created all of the textures in procedure workflow with only general brushes and alphas that come with the software, other than using material preset, or projection. I also made good use of bump and roughness channels for a more intricate and believable texture without sculpting.
On the tainted glass on the second floor, for instance, adding bumps to the surface gives it an uneven, wavy look when interacting with light. Yet they are all flat surfaces. On the marble wall, I put texture on the roughness channel, and let the reflection reveal the grunge on the wall.