This tutorial focuses on a more worn material, similar to this reference photo.
ref_01
The main differences from the base material are: dirt and patina along the edges; patchier glossiness variations; and wear like spots, smudges, scratches and dents.

For faster renders, you can work on a single layered material (just drag-and-drop an instance of your VrayBlend Base material into a different mat editor slot and assign it to the test object).

ui_11
Change the Diffuse map to VrayDirt. Keep the texture in the Unoccluded color slot and adjust a few settings. In this example, we increased the radius to make the effect extend further; increased the Fallof value to 1.0 to make the dirt stronger near the edges; and also enabled “consider same object only” to make sure the floor, or other objects, do not affect the final result.
ui_12 ui_13 shel_07
On the Reflect map, add a few darker, less reflective spots and smudges.

For this example, we added a few b&w dirtmap layers on top of the original texture and adjusted the blending modes and opacity.

spec_01
How it looks when rendered:
shel_08
A glossiness map should make this look more interesting.

Start with a very light version of the reflect map and add a few smudges. Overall, the map needs to be very light, with the spots just a little bit darker.

glos_00 shel_09
For the bump, take the original map and add the scratch layer from the reflect map.
bump_011 shel_10

Optional Steps

For the last step, we will go back to our VrayBlendMtl and add a scratch texture as the mask.

Here is the map:
scratchmap
Using the setup below, you can adjust the tiling settings as needed for the object.
ui_14 ui_15
Here is the final render:
shel_12

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