Walls and Floors
Material Library VX Wood - In default Blender under Materials Library VX samples there is a material titled "wood". Just select it and click on "Apply to Selected" and it will appear like it does below. If you drag the "Color" output node on the Wood Texture node over to the "Material Output" Displacement node, you can get the sense that the spaces between the wood pieces have some relief.
1970 Tiles - Below is from the Materials Library VX, it's called "1970_tiles". The default rotation of the tiles in the Mapping Node is set to 45 degrees, so I went into the node and changed it to 0 degrees (that way tiles can run parallel to walls as they often do.) You can adjust the size of the tiles in the "Brick Texture" node by changing the "Scale" setting in the Brick Texture node.
Herringbone Parquet Floor (below) from the BlenderKit add-on.
Decorative Marble Floor from BlenderKit. You can open over 40 floor types in Blender Kit for free by selecting the BlenderKit add-on in "Preferences".
I made this small house using the free Archimesh add-on for Blender. All of the elements in this house, except the chimney/fireplace, are included in Archimesh. You have control of the wall thicknesses (via numeric settings that can be changed any time later after you unselected the wall), including auto-cut outs of walls for windows and doors, ceilings and floors that you can shut off, various door types and handles, various types and size-adjustable windows (to any size) countertops on cabinets (floor and wall cabinets, also adjustable to any size via settings), shelves of any size and number count and dimensions (including various kinds of legs so you can even make tables) There are various types of blinds (venetian, roll-up and Japanese, all fully sizeable, including slat sizes and length, all via just changing the numbers when you first add the object.) This add-on is truly an incredible tool that makes creating these kinds of models WAY WAY FAST!
So, taking the 1 cement block, and using ONLY the array modifier, the row on the bottom right and the stepped row can be created. You could also just duplicate the bottom arrayed row and offset it manually (without the array modifier for stacking, just for each level). The fill mortar/cement is only a single plane offset from the face of the wall, and using the same material.
2 core double corner concrete block (using a Lowe's-like block spec.) procedurally generated only, with 20 samples for the render in Cycles. The nodes for the block were: Diffuse BSDF with a roughness of 1 into the Surface input on the Material Output node, and then a Musgrave Texture into the Displacement (on the Material Output) using "Hetero Terrain" with a Scale of 250, Detail of 20, Dimension of .001, Laculinarity of 2, Offset 0, and Gain 1.
BELOW IS A SKETCHUP MODEL THAT I'VE CONVERTED TO BLENDER FILES USING THE BLENDER IMPORTER WHICH WAS MADE FOR VERSION 2.79B, I DON'T KNOW IF THESE CONVERSIONS CAN BE DONE ANY LONGER DIRECTLY FROM .SKP FORMAT. IF YOU ARE USING SKETCHUP I WOULD RECOMMEND EXPORTING YOUR SAVED FILES TO COLLADA .DAE SO THAT BLENDER CAN IMPORT THEM, OR USING THE .DAE VERSION FROM THE SKETCHUP 3D WAREHOUSE.
Detailed rendering experiment in Blender 3D software (v. 2.79b) from a Sketchup model. - This Metal Coping Detail is from a Sketchup model (free on 3D Warehouse), originally modeled by the International Masonry Institute. For the most part it imported well. 1 top cement block wouldn't appear in the rendered view, so I just took a different lower block and re-sized it in Blender (I don't have Sketchup). I also substituted the procedurally generated galvanized steel material in Blender and applied it to several of the metal surfaces in the scene. The only other issue I could see was that one of the small wood ends on the diagonal piece doesn't seem to map the original texture the same way as the one shown on the website (and it wouldn't re-map for me either), I show it (without replacing it) on purpose to show what happened on import. Otherwise I was surprised at how well the original materials looked in Blender after import (having sometimes had some issues with other imports in the past.) That person made a beautiful detail model!