Just be really subtle...the gun looks damned good already..just slight scratches on corners and whatnot, and maybe just the slightest amount of dirt, dust. A very subtle diffuse with a nice spec will do wonders for you. Looking great man, makes me want to make a pimp gun :)
Standard material, 15 glossiness, dark grey diffuse, 80 specular. 3 point lighting plus a spotlight with enabled shadows and increased ray count. rendered in the viewport (!) with the realistic setting, let it sit with progresive rendering (on by default) for a bit, screencap your viewport when it looks nice and alias…
Got back to this model and put a little time into texturing it today, got the base layers in place. I am a real noob at texturing, but it is already baked out (Final!) and looks pretty neat without textures. This is what I got so far, with a shader doing most of the work through my Diffuse, Spec, Gloss, Normal and Glow…
Yea, I've been looking at a lot of polycounter's texture sheets and watching and rewatching tutorials. I'm picking up on the subtle nature of the diffuse maps and highly contrasted spec for metals. I'm still trying to figure out exactly what kind of photosource should go only in the spec or only in the Gloss. Particularly…
Still looks good :) Still a few bugs but I guess it will take care of itself when you work more with the baking, don't be afraid to go back to your highpoly and changing things up, to give you a better bake. Here is a few places that could use some softer edges I think. About the texture seams, the normal should work well…