I'm a bit anxious about posting my work on art sites like polycount, as I think it's not quite up there. Those guys are good, as in seriously good. Meanwhile I've started a bit of workflow experimentation on getting the boiler textures done (hopefully using a bit less texture space than my previous endeavours). Rendered in marmoset, so it's real time, but a lot nicer that what you get in TS:
Created high-poly (in the half million range) panels in max, then exported to blender and did sculpting there to add the dents and such, reimported and baked normals and AO. I then used dDo legacy to create the diffuse texture with the dust and discoloration. Sculpting in blender is an awesome thing, and so is dDo. Both are free, although dDo requires a good grasp of CG principles before being of any use. And it is not the most stable.
Oh, and what you see here occupies about 40% of a 2048x2048.