First part of making the texture was to get the base colour, no details really at this stage. Then adding gradually, layer by layer more detail to it. A good trick I usually use is to start around the eyes and mouth, when working on a face texture, and then fill in the gaps. As a last thing, I add shadows or dark areas where the edges of the helmet was going to be. When the colour map was in a stage that I felt happy with it, I created the bump and specular map.
Bump and Specular.
I used the same process to the armor as for the face. Starting off by having a base colour, But in this case I could used the displacement map I got out from Zbrush, because it already had nice shadow information in it. And then adding layer by layer more detail to the texture.