Originally Posted by ridley075
Yeah, I got the small details. The object shown is just a simple block-out. But how would I go about unwrapping this thing? It's all one giant piece! I don't want to start creating a high poly yet until I know how I'm going to unwrap it.
On first glance, I would use a 1024 without tiling to create a starting layer of simple, general diffuse colors.
Create a second UV channel that uses some careful tiling and / or mirroring to overlay grime, stains and discoloration on top of the basic coloration. Layer that onto the diffuse in the shader.
If you're using the UDK, you might also be able to get decent results from MeshPaint and tileable textures via that tool.
If you really want / need to have unique, fine details throughout an object that size that will be viewed closely inside and out, you're going to end up using either a lot of texture blending and tiling, or a lot of raw texture space.