Ok, I was expecting a weathered Viper. It was probably difficult to work on a texture not knowing where object borderlines were, but all in all, you kicked ass.
I love the subtle burns and scratches you made along the fuselage. Its very convincing. There are alot of areas where the weathering looks natural and expected. Especially the craters(*) The key to this success is sublety.
(*)The shiny underlayer of you craters get cartoony. Ship looks like its bleeding motor oil!
I believe black would be sufficient, considering the subtle build up in the craters kick ass up to the point of that shiny greasy goo. Don't rely too much on PS's generic texture library. If you're gonna use it, layer the sucker to the point of non-recognition and realism.
I know I've said more under the bad list, but the good list is what screams in my head. The bad list just piles with improvement tips. You definitly got the skillz. I may use a severely damaged version of the Viper model in the teaser campaign as a survivor of the holocaust
I'll get you internal access to our forums, so you can keep tabs on the latest progress.
I'll give you another texture with the wireframe of the model overlayed, to guide you. See what you can do for an in between clean and fubar'ed stage.
Think about the places where mechanical wear and tear would appear (like engine intakes, afterburners, thrusters, nose, etc) and DEFINITELY keep the scruffs and burns. If you need reference, checkout the episode "Act of Contrition" , the episode when Starbuck's training session is intereupted by raiders. Take a close watch at her Viper.
Keep up the good work!!!