Here's another WIP. Since the camera move is very wide and revealing, I decided to create a base texture for the architecture in a traditional way, by procedural textures (for small objects) and by UV and texture maps for buildings and walls. Once the base is on, matte painting will be used to add variety and details to the whole city. On the screenshot above, you can see all surfaces with assigned separate shaders, quite colorful and "modern art"-like but no worries, soon it will look photoreal. Part of the BG is already in place.