Use a Hard brush that has breakup on the edges to refine your seams. Don't use a Soft brush because your texture will turn really blurry and muddy. Also don't use a Hard brush with no breakup on the edges, because you will get some funny-looking spheres in your texture.
When trying to create a uniform texture, the Healing brush is a better option than the Clone tool. This is because the Clone tool can easily make the image muddy. Using the Lasso tool is another good option – simply select an area that you want to use and feather the selection. Copy and paste it over the area you want to cover.
Some of the brushes used to refine the texture
Specular map: using color maps
Based on your color map, make a specular map. Specular maps are in grayscale, and white indicates full specular and black indicates no specular.
In the PSD file for your color map, group all your color layers together, and name the group ‘Color.' Duplicate the ‘Color' group and name it ‘Spec.'
Naming the groups of layers to create maps
Specular map: Hue/Saturation
Add a Hue/Saturation adjustment layer on top of all the layers under the Spec group. Adjust the Saturation to -100.
Adjusting the saturation on the spec group
Specular map: final map
Based on the look of material, decide which areas should have more specular and where will have less. Use Hue/Saturation and Curves to adjust the layers in the spec group. You should adjust it according to the areas that will be darker or lighter. For example, rust layers are darker and scratches are brighter. You're making decisions on what to make black or white in the texture. Remember that the map must have contrast.
The final specular map
Bump map: introduction
Bump maps are also based on color maps, and are also in grayscale. The level of bump indicates the nature of the 3D texture depth. White indicates a bump at 1%, black is -1.50%, and gray is for areas that are smooth with no bump.
So first, duplicate the Color group, and name it Bump.
The extra group in the panel
Bump map: refining the map
Using Curves and Hue/Saturation, adjust the layers individually. Here, the rust layer needs to be brighter because of the slight lift from the surface of the texture, and the scratches layer needs to be darker because they sink below the surface. A 50% gray square is placed on the side for comparison in the image here. Remember to keep your bump from looking too noisy.
The bump map indicating the depth of the texture
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