We learnt how to use Arnold shaders. First creating an AiStandardSurface, then editing the nodes to create the desired texture. Adjusting the Base colour, sepuclar, diffuse and roughness to change the texture. Using plugins from Substance Painter. From newly forged iron to rusted and aged changing the normal map of the texture.
I understand that most fine details and surface textures in games are defined by the texture itself, rather than the actual models. Using a height map and adding it the AiStandardSurface will apply those definitions to a models textures. Saving space and processing for the games engine.
I'm going to finish the lighting for my asset. Using a mix of spot and area lights to highlight desired areas on the chest. With better lighting I can asses how to textures look and if they need adjusting.