Fig.05 shows a breakdown of the texturing process to final render. I've used the gun to demonstrate as it uses only one UV cluster. Once the gun was box modeled it was broken apart and sent to ZBrush for sculpting and polypainting. I used some insert meshes in ZBrush to add the small bolts. From there, a base diffuse texture was generated and taken into Photoshop to add textures and hand-painted scratches, etc. Once the diffuse map was close to finished I used it as a starting point for the spec and gloss (masks, dirt and roughness maps were used on the character).
A breakdown of the materials I used can be seen in Fig.06.
The final image was close to what was rendered from V-Ray. A 2D background, ZDepth, color grading and textures were added in post (Fig.07).
Having to design the character made the entire process take around two weeks. Having so many materials on one character was a great way to experiment with V-Rray shaders and lights. If anyone has any questions or enquiries, please feel free to contact me via my website: www.soulty.com