For this scene I wanted to experiment with a more economical workflow. It was made using all tileable textures, including a normal map atlas I picked up from Alex Senechal's workflow. There are no 1 to 1 maps baked for this scene.
BREAKDOWN
These are two texture maps which were assigned to different UV sets on each mesh. This allowed me to utilize the normal map atlas with the trim details (below) in critical areas to help define the form, and place the material breakup (above) in a broader group of UV shells. The different colors in the above texture indicate completely different materials, and I packed them all into one map to be even more economical- there are metal/rough and normal map textures for those too.