Thanks!
HDRI for main source light, few buildings outside(as it is like that) to block out some of the light. Lights inside real luminous power and that is basic light setup.
@nehale
Modeled herringbone with small help of floor generator with offset(fifth of the length) rotate to align to right angle, rotated other side or every second row of herringbone and manually offset to match, used unique matID to assign new ID.
Used large stone textures that match requested texture opened up photoshop equalize luminance on textures in question made them seamless even though i didn't needed to do that except for later use... cut out lots of smaller images(individual tiles) to match dimensions of tiles, color matched to required material from sample, batch processed every step to ease up this ordeal, made reflection, glossy, bump map etc. imported to multi texture, tweaked about forever to get what i want, and that is about it.