Playing around with Blender, you'll find procedural textures are far nicer to create than trying to make them in a paint program. Adding noise, roughness, etc. is so much easier. The catch is that you don't get a nice UV map to export unless you bake the texture onto a new map, so here's a tutorial. Now to go make a few objects...
Some ideas if you're wondering how you'd make use of procedural textures: paint with rust showing through metal worn shiny vinyl dashboard & seat textures pitted chrome brass copper cast aluminum fading paint 3d printed part woven fabrics bricks & cement blocks shingle roofs/sidings Google for YouTube tutorials on these ideas.
i used this a lot for generating grass landscapes for AC, patchy brown/yellow shaes fo green and sand etc. also for rust maps for car skins
some clips from my AC time with Blender, i only wish it was easier to get stuff into RF2, as id like to give it a go, but each time I read the tutorials on doing it I loose the will to live.. precedural rust on AC cars skins pulling GIS data in Blender for terrain Terrain work on Megara track and scripting to convert AMS single plane trees to double plane I wont share the clips using blender to rip assets from other games