The topologically driven textures come from ZBrush mask-by-cavity, by-smoothness, by-peaks-and-valleys. Whatever I can make work best. The ZBrush mask becomes a texture and the texture gets used in Maxwell as a layer mask, or roughness mask, or whatever seems best.
The louvres are modeled from simple dark rectangular planks, and the emiter is small enough and far enough away to cast recognizable louvre shadows, but large and close enough to make them a bit soft.
The cracks in the face come from my collection of crackle paint textures (
free for all) and they are used as a subtle displacement map.
The weird texture in the metal is from the Photoshop 'reticulation filter' which I'm liking quite a bit. Or it may have been derived from a slab of speckled granite. I forget which, now. I used both at one point or other.