This week I went back and added more geometry to the cylinders in my game res mesh. I made it just below 10k polys while also getting rid of the sharp edges in my model. I deleted a lot of unnecessary geometry to get there.
The next thing I did was unwrap my model properly this time. I learned a lot of new features about texel density, because in my first bake the projected texture was pixelated so I had to mess around with UV and bake settings. I ended up in a spot I'm happy with, but going forward I'm going to learn how to use bake groups. I also know I could have utilized the empty space in the UV square better, but it was also my first time putting a lot of time and consideration into the UVs, so I'll give myself a pass.

I then started texturing the metal parts of my canon by first masking out all the metal bits and adding different layers of wear and grunge on top. I used metal edgewear and grunge to make it look beat up, and then started looking at some of the SP smart materials to see what they did to look like proper, beat up metal. I noticed that a lot of the dirt layers used mask builders to build up realistic dirt, so I created one with my own bake map, as well as adding a light generator and a linear gradient to add color variation.
I then started the wood texture by masking out the biggest chunks of wood as a lighter brown, and smaller pieces like axles as a bit darker to add more variation. As I felt I had already sculpted a lot of wood grain into the mesh, I focused more on adding grunge and dirt, as well as more color variation with a grunged brush fill layer and another light generator.
On top of all the material layers I added a low opacity light to dark green gradient to give a more weathered, sullen look to the canon. I pushed my AO shadows to be a bit warmer to balance out the cool tones of the subtle gradient.
I set up a pretty easy display in unreal for showing off the canon. Set up my material, imported the humble infinity wall, and set up a three point light system. You can see my first render at the top of this post and two more below.