'K. Well, quick and dirty, unless you've got a specific detail bitmap in mind, you should generally use a noise or blend shader in the diffuse channel, and make it *very* subtle; this is just to get away the constant look you get in CG. Second, use a either an instance of your diffuse or a more saturated version of your diffuse for your specularity channel.
Now comes to where most of the detail comes in: the shininess level channel. Here, a good map would be the plateox.TGA that comes with most Wolfpack stuff, or the STEELPLT.jpg map that comes with most theforce.net/scifi3d stuff. Tile this a few times on large surfaces to give it subtle highlights that also simulate reality.
I also like to use the "metal" shader on some of my textures, just to give some surfaces a very different look. Most of the time, I use Blinn.
Stay away from bumpmapping with interiors, and in fact, most exteriors, as well; it doesn't simulate well.
If you have a specific question, ask it and I'll see if I or another member can help.
Dan
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