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3. Low Resolution Modeling and UVs
4. Texture Baking and Surface Transfer
5. Links and More Useful Stuff
With these images below I'm just showing you how I built up the textures with the images I baked out. I'll just show you the color map. Usually the specular is a matter of tweaking the color map and adding the correct detail.
The textures are 2048 if you click on them.
Albeto Texture
This is just color and serves as a base to get going. I just used my selection sets (which I baked) to dump flat color onto my model. The other option would be to bake it out but I think that's a waste of time here and would rather just deal with the selection sets.
Occlusion Texture
This is the albeto with the occlusion bake. Multiply it in PhotoShop. That's it.
Overlays
Next, just pick out your grit and detail overlays and overlay them using something appropriate.
Spherical Harmonics
Here I color dodged my SH maps. This takes some balancing to get right. You just want it subtle enough without too much directional and without being blown out.
The Details
Now all you have to do is get in and detail things out. This is where I paint.
That's it! Model textured. One thing I would like to point out is that the specular map is not just a "processed" version of the color map. You need to give it some love to get it to react correctly and glint right. Just for fun, here are the other two textures high resolution. You could argue that there is too much color information in the specular map but I felt it just made the surface more interresting.