I aimed for procedural and very structural shader which will contain as much material information as possible. I decided to use 2 tilable bitmaps for base texture, and all other small and big details of glossy parts, oxidized areas and burnt out areas were achieved procedurally via noise maps, composite materials and variations of materials.
I also did some work on ground textures.
Next step will be color balancing them all together, adding lively assets and going for final render!