After the UVs have been mapped, I can export them as a UV Snapshot and open them in Photoshop. This gives me an outline of all the pieces so I can texture the model effectively.
To begin with, I paint a diffuse layer. This contains all the base colours for the model before overlaying images or adding texture to it.
The next map I created was the AO (Ambient Occlusion). This simulates where light will hit the model and creates a map allowing for shadows and highlights to show through. Below is the AO by itself and when added to the Diffuse with a base metal texture applied.
After the AO, I wanted to create detail for bolts and screws without adding them by using geometry. This was achieved through the use of a normal map. This map manipulates the light to make it seem as if the texture was being raised or lowered in places where the geometry is actually flat. Below is the normal map.
The final model (minus decals) is shown below with a default Lambert material assigned.