A quick overview of the third texture.
Time, patience and good reference. The main reference I had was the Trench coat from Blade 2 and a Boot from the New Rock range of shoes.
The subtle leather texture was gained from a texture CD I have (tweaked and applied as a multiply layer) and the rest...well the rest was from studying the reference either by sight and trying to emulate the effect on all it's levels (light, texture, colour) or using the reference directly and then editing it into the map to suit my purposes.
I used a LOT of layer effects and blending tools. Things like multiply and bevels and drop shadows and the like.
Above all however, is the study of reference. By studying good reference you can, in essence, copy reality for all it's worth to duplicate the effects you need. If you aren't going for reality...you can still use reality as a basis and then work from there.
A good method I prefer to use is the base colour, a multiply layer for shadowing, an overlay or Screen layer for highlights and a 'texture' layer on it's own that defines the grain of the surface. In this example it's leather or skin. On top of that is any other minor details to make up an 'object' as such in your texture. This may be done as a whole or as individual units to build up a complex texture. The boots, in this case, were made up of HEAPS of layers in order to build up the straps, leather layers, buckles and detail that ended up with the results you see before you.
This method has a number of benefits...mainly that of being highly adjustable if you need to tweak base colours. It also allows the surface texture to always reside untouched, regardless of underlying colour or shading.
Save each of your images as .psd's where you can find them. We will be saving these as .bmp's and .tga's in a sec in order to import them into Unreal Ed...but for now they are fine sitting nice and tight in the folder on their own. It's OK, they're adult images now.
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