Coming from the game development, we approach shading and texturing slightly differently. I have taken a model that was originally mapped with textures and a Blinn in Mental Rey and started over with an Arnold Standard. The first step was to blur a texture map to build a color pallet. This helped me find a neutral color to use as the diffuse as I begin working on the shader.
The photos below show my starting point. The original Blinn looked waxy and lacked realism. My hope as I start to build this shader is to add the realism required for the assignment.
I am not seeing a lot of change with the bump added. I have a long way to go in order to clean up this surface. The next challenge has been tracking the shot.