The surrounding buildings have fairly simple materials. Just good textures with VRayDisplacement mod. I modeled some details around both buildings and had to modify the original model based on current photos of the place, but not by much. All the props were modeled by me except for the bikes and trees.

The roof tiles were modeled according to reference, and by golly, was it hard to find reference that was high-res enough that would show how the tiles are shaped. The randomness in color was done in the same way as the ground described in my previous post.

The Ivy was created with Guruware’s free Ivy Generator. I was thinking about getting either GrowFX or Speedtree just to model the ivy, but both were outside of my budget. Ivy Generator did the job just fine. I had to use VRay proxies and create vrmeshes out of them so my computer wouldn’t get bogged down every time the ivy was visible in the viewport. The material for the Ivy was created by me, and if you’re impressed by tangled nodes, you’ll be impressed with the screenshot from my slate material editor

The gold KTH logo is a flat plane with VRayDisplacement mod. I created the displacement map from the original logo. The gold material uses that technique shown in Grant Warwick’s course, the one were you mess with each color’s separate Fresnel curve through the output tab of a falloff map.