Wanted to give a little shout out to Romain Chauliac, who has posted a great hard surface modeling / texturing / lighting tutorial available here:
This tutorial is epic, you get to watch him timelapse style go from nothing to a pretty spectacular image (no audio, but the visuals are pretty self explanatory).
He starts off subdiv modeling, its all in maya but all of the stuff he's doing is pretty standard in any software package from 3dsmax to modo.
He then goes through the process of setting up UVs for the model, since his goal is to move it over to Substance Painter for texturing. My god is this part tedious! Apparently the process took close to 10 hours to set up good uvs on all of those tiny pieces. And this is no slam on Romain, he's a real pro and does a great job, this is a slam on UVs and the pipelines that rely on them. As you're probably aware, I am a big fan of UVless methods, and I can think of no greater example of why then to watch the process of setting up UVs on this mesh. In fact, I challenge the makers of Substance Painter to watch the UV process in its entirety in realtime, and then tell me why they can't implement PTEX in their software!
Once this process is complete, he moves over to Substance for his texturing. Other than the gruesome uv requirement, I really dig how he goes about texturing the mesh. A little hand painting here and there, but for the majority its procedural texturing using Curvature, Triplanar Projection (Blended box maps) and Ambient Occlusion to drive noises. And their system for blending between materials is really intuitive.
He then goes into Cinema4D and sets up the final shaders using the maps baked out of Substance Painter. Then some lighting and rendering in passes, and final composite in Nuke.
If you want to learn about complex hardsurface modeling and shading, this video is a great resource, you even get the model and maps as part of the package. Highly recommended, thanks for posting this Romain!