One of the tough parts of working in 3d is knowing when to call something “done”. Every project has room for improvement, and it can be pretty tough to know when you’ve hit the point of diminishing returns.
I’ve gone through several dozen (perhaps as many as a hundred) iterations of the the rust texture, trying to address problems I’ve perceived with it being too clumpy or not spotty enough. It was also pointed out to me that the rust might be more realistic if it retained some specular highlights.
I found several ways of addressing both of those problems, but in the end, I liked the rust with very low (almost nonexistent) specularity and the large patches you see in the video.