
#1. Start with a base texture thats already been made, most anything will do, just experiment.
#2. Turn the base texture to greyscale.
#3. Adjust brightness/contrast of the whole image, I used -50 brightness +30 contrast.
#4.Color flood with low saturation/opacity, I used 15%, this will give you a basic idea of the color ranges you will be working with, at this point you decide if you want to proceed with the next steps, or go back and darken/lighten it.
#5.Using tile #12 with an alpha background, with low Opacity (20%) use Flood bucket tool set to normal flood/no match mode(none)/ to get a camo pattern.
Use same tile #12 scaled larger and rotated with Darken/no match mode(none) and flood again to get dark Camo highlights.
#6.Greyscale again, and Color flood with 15%, whatever the darkness is of #5 when finished, that will be the range of color that you will keep through most of the other steps. Now your basic Camo is done.
*Paneling/Tile creation*
#7. Using the Shape selection tool, +add selections of boxes with an even width between them and try to keep things uniform, but non-repeating (3 pixel width between selections leaves me room for Grout if necessary.
You can also be creative and cut out selections that cross between boxes, or connecting them, play around with it, just keep things a fairly uniform distance between selections or the next steps might get messy.
#8. With areas selected, Use Filter/3dtools/Inner Bevel, Play around with the Bevel settings and direction until you find one that looks best to you.
I used a Table bevel with 4 pixel width, 10 pixel depth, 3 pixel smoothing, at 40 degrees and 50 intensity(different programs will use different settings, so just experiment.
#9.With same areas selected, use Filter/3dtools/Outer Bevel, to get dark Grout outside the selected areas.
#10. Copy Panel 9, paste a new image, or paste as a new layer.
Now working with the top layer, use the Brightness/Contrast adjustment to darken and contrast that layer untill you get something looking like Panel #10.
#11. Using the Layer Opacity/transparency adjustment, blend the top and bottom layer together untill you get something like Panel #11. You can also use Dodge/Burn to get similar effects.
And there is how I do my Camo/paneling for my textures..
Mostly its alot of experimentation.
Now if you keep a background layer that is the UVW_map for the model, you can use the magic wand to select an area of the UVW map, and work within that specific outline, and avoid bleeding over other sections, you can also use the 3d tools to specifically paint within polygons if you want to.
Select the area of UV/Polygon to work on, then switch to the top layer, and start working, keeping the UVW map on the background makes working on those specific areas a big timesaver.
Just remember that if you're going to take a break from texturing, and want to close the program down, save the file as something that supports Layers, such as .psp or .psh or you will end up with a single layer image, and all your work will be flattened, and maybe lost.
Hope that helps.