Concept by Ben Mauro
Texturing: Substance Designer / PhotoshopCS4
Render: Marmoset Toolbag3 / Unreal Engine 4
Texture size: 4K for presentation / 2k in RTE
The Elysium grenade. I had to remodel the hi-poly a few times, and definitely had to look at other people's examples to figure out what I was doing wrong.
I will continue to texture in Substance Designer will probably aim for 90% designer and 10% painter as far as pushing these out. Tri-planar node is cool.
The focus was to use base materials to lock in basic material properties while regulating Dirt/Dust to local detail along the edges or towards the top of the mesh. This frees up the rest of the texture to be used for other details such as indents, grease/oil, scratches. You can do an aging process and pass a layer over at about 50/30 percent but I believe it is easier to localize things like dirt and dust and leave the rest open for small details.