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I have an old procedural setup of different scratch and bump layer in MODO. It slows down rendering extremely so I did not use it anymore usually. For the future I will work out a flexible setup with random textures. I have also to recheck my material colors. The sabre looks to dark in this picture.
I did a relatively quick cleanup of the geometry by converting to quads and using the subdivision surface modifier and adding the edge creases. Because the round edges are part of the mesh after this means I can render using GPU because I don't need the 'round edges' OSL node. Took 30 minutes using my GTX670.
The scratch and dust textures I got from Poliigon.com, they have some really nice overlays.