There are multiple ways of getting such an effect normally you would generate some noise in the 3d program of choice and place this into the bump/displacement slot of your material.
Quick example from blender. I find it it best to mix a large noise pattern with a smaller one. But really it is just trail and error.
The other option is to use z-brush and put the noise directly into the mesh.
Looking at the welds and wood-patterns, I imagine he sculpted these and used Noisemaker (or Mudbox's equivalent) to generate the rest of the surface texture. This wasn't done just for the highpoly renders, but he would've baked it down to the normalmap as well.
If you're referring to the brown staining however, that might just be an AO bake masking a brown colour, either in shader or in Photoshop. (the latter of which meaning you have to unwrap it)
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Quick example from blender. I find it it best to mix a large noise pattern with a smaller one. But really it is just trail and error.
The other option is to use z-brush and put the noise directly into the mesh.
If you're referring to the brown staining however, that might just be an AO bake masking a brown colour, either in shader or in Photoshop. (the latter of which meaning you have to unwrap it)