Rusty Asset
I tasked myself with this project to improve my PBR texturing, while also pushing my modeling skills.
The entire project was poly-modeled from one object and split up based on a difference of texture to keep the asset in one 0-1 UV coordinate space and under one material completely. I created an ID map for each different piece so it was easier and more efficient to apply the different materials.
To help push the rusty surface bump map, I took the base into zbrush and used a noise alpha. I did this just to add an extra layer of detail in the bake, rather than just relying on textures.
For final rendering, I packed the ORM textures into one map in Unreal.