These images were rendered in Blender. I was working on an FPS in Unity at the time and needed some assets for testing purposes.
I have more or less abandoned the project as other things came up, but I always maintained it and kept it ready to be picked up again sometime.
All of this was created in Blender 2.78 and Photoshop. I created some panels that could be used to build rooms, corridors and anything else.
(Pretty much how it was done in the early days in the Doomsday-Editor, Build-Engine, ect.)
I created all the 3D topology that you now see as a flat texture.
It was used to bake Normal- and Ambient-Maps as well as a sort of Color-ID-Map for the various mechanical parts that I needed to differentiate from one another for the Diffuse- and Specular-Maps later on in Photoshop.
Once I had everything, I took the AO-Maps into Photoshop and started layering various Diffuse-Textures.
I also did my own edge-detection by quickly brushing over the meshes in Vertex-Paint mode and baked that as well. It served as an edge-finder in Photoshop, and with some Grunge-Textures, a nice Edge-Wear effect was produced.
With the now finished Diffuse-Texture, I was able to create a Specular-Map out of it. I did that with a Gray-scale filter and then using common techniques such as blur/smudge to reduce the noise and soften the textures as needed for the desired light reflection.
Nowadays you can do all that in minutes by slapping on a couple of Substance-Painter materials, but hey, I learned a lot from it. 😉