Yuuup. Now that we have the tools to easily add wear and tear to textures, I find that the industry has been overdoing it at times (myself included). It's a common thought, in games specifically, that excessive wear = realism, which really isn't the case most of the time. In a post-apocalyptic game? Sure. But I think subtle wear is more appropriate for most settings.There's nothing quite as fun as taking a model into Substance and just making it really dirty and beaten up looking. Sometimes I have to hold back because I end up making things look like they just barely survived a nuclear war.
But then again on the other hand, I feel that many Trek fan artists, specifically, forget to add that subtle wear and tear, which makes things look far too clean and unrealistic (I myself was guilty of this in my earlier work). There should be at least some roughness/gloss variation and micro-details like light scratches and smudges. When it's there, even if the viewer can't see it, they can feel it.
See the light scratches and spots, brushed aluminum pattern, and subtle edge wear I've added to the metallic surfaces in the picture below. It still looks clean, but the microdetails add a sense of realism.

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