Some experimenting with textures created exclusively from shape layers and procedural gradient fills in Photoshop, no photographic elements.
result is not rasterised and therefore scaleable to any size desired.
The randomised noise gradient layers were for the windows, to approximate blinds or curtains,
and being randomly generated added the possibility to keep adding variations so not all the windows were too similar
one of the daytime tiles:
one of the nighttime tiles:
a few being used together to form part of a tower building:
testing on some basic 3D models:
Electric Sander Model, images rendered on transparent layer from various angles, for GUI icons and game objects within PowerToolsFX. the yellow colour could be replaced by user preference in-game via Hue/Saturation shift, (the grey and black areas of all the tools remained the same)