These are screenshot of Unity, No actual texturing done on this. Custom normals for edge highlights. All details are decals. Edge wear, dirt and grunge controllable in the surface shader in real time.
Blender(DECALmachine, HardOps), Unity3D, a little bit of Substance Designer(baking AO and Curvature and combine them with DECALbakes to create channel packed 'masks' map to feed into the surfface shader and control weathering). Grunge, dirt, edge wear - all using a mix of 256px tileable textures.