I found out that the image was of wall art created by artist Olivia Salazar
This helped with determining what kind of damage and dirt could have effect on the material.
WIP #1: I started off with creating the main pattern and getting most details blocked in(slanting of the wooden pieces/grain/holes/knots)
WIP #2: Did a first albedo pass and asked for feedback in the DiNusty's Empire Discord server, this is my go to place to ask for feedback check it out here! Feedback I received included: More roughness variation, more variety and contrast in color, more damage and variety in plank size, grain is too even and needs to vary more in it's size, frequency and presence.
WIP #3: I reworked everything after the feedback given and implemented the majority of it.
When publishing the project to ArtStation, I received the feedback that it looked a bit low res and went back in to sharpen the albedo a tad.
Base Pattern: The pattern this time was very simple. I set up a Tile Generator with a X Amount of 1, Y Amount of 5 and Luminance Random all the way up to 1. I changed the Random Seed until I got a range of values that I liked.
For more variation of the boards(feedback from WIP #2) I adjusted the Middle Size a little so that each plank would be slightly different, the second Tile Generator is just for a little more variation having a different Middle Size and slightly altered values.
I feed this in a Safe Transform node with a Rotation set to 45 Degrees.
Sampler: Here is where we set up the chevron-like pattern, I went with a 6 by 6 Pattern Amount, Pattern Input Number set to 2, Scale set to 0.995(This is for the Edge Detect to separate the planks). In the Rotation tab, set Rotation Map Multiplier to 0.75, with the Rotation Map Input being a Checker 1 with the same pattern amount as our own pattern(3 in our case). What this does is that all of the tiles that are black will be able to rotate while the ones that are white are stuck in place, creating the pattern we're looking for.
Holes: There were different ways to approach how to distribute the holes on the planks, I chose to go this route to still be able to get enough variation out of it, with it staying semi-procedural. I started off with a Bell Shape which I edited with a Curve node. I used this as input for the Tile Generator with a X and Y Amount of 5, here I made some other little adjustments like position, that way they are not perfectly in a line. With the Blend nodes I used the Cropping Area sliders to get two different sets of holes that I then transformed in place and added together. Now I have the holes at the top and bottom, I rotate this 90° and add them together, however there shouldn't be overlapping holes so I cut away the most top and bottom one with the Cropping Area sliders of the Blend node and add them to final result.
Sampler: For this sampler, it is based of a copy of the sampler for the planks, with some small adjustments to the position(0.01 Position Random and 0.99 Offset) to let the holes be different per tile. The holes get blended together at the end with Subtract.
This approach makes it possible to link up both samplers to each other and make parameters to adjust tiling etc. with just one slider while keeping everything in the place where it needs to be.
Feedback is as always greatly appreciated!