Well, what type of game is it and what engine are you using?
From a tech art point of view: If youre using UDK or similar, or if you have access to a programmer or tech artist that can help you with shaders, mamke that generic scifi texture tileable, and bake AO and the color stripes to a separate texture that uses a separate UV channel. That way you could have your texture very crisp close up without to high a texture size. But then again, it all depens on what game your making and what engine you are using.
Unity has a built-in shader that'll help you plan this out. If you want to use the same UVs for the main texture and the detail texture, try the Detail Diffuse shader for your material.
The best was would be to use 2 UV sets like St4lis said.
If you've got strumpy, this is easy.
Go into the pixel graph, and grab 2 sampler2D and Tex2d nodes. Plug one in normally, and for the other find the meshUV node. It'll tell you how to deal with it in Strumpy. For the detail texture, if you only want to darken bits, then you can do a straight multiply, but if you want to lighten bits as well you'll have to make your own overlay setup in Strumpy (not hard to do).
The other advantage to having the color stripes on a separate texture is that it makes it easier to change the color for different teams or for player customization.
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From a tech art point of view: If youre using UDK or similar, or if you have access to a programmer or tech artist that can help you with shaders, mamke that generic scifi texture tileable, and bake AO and the color stripes to a separate texture that uses a separate UV channel. That way you could have your texture very crisp close up without to high a texture size. But then again, it all depens on what game your making and what engine you are using.
The best was would be to use 2 UV sets like St4lis said.
If you've got strumpy, this is easy.
Go into the pixel graph, and grab 2 sampler2D and Tex2d nodes. Plug one in normally, and for the other find the meshUV node. It'll tell you how to deal with it in Strumpy. For the detail texture, if you only want to darken bits, then you can do a straight multiply, but if you want to lighten bits as well you'll have to make your own overlay setup in Strumpy (not hard to do).