Ok life is good, this part is done.

I really regret the stupid idea that this project will be an overwhelming shower of the brush metal material, this idea arose when I was looking at one of those brush metals and I ask myself hmmm wouldnt it be nice if I create a project entirely based on this material ?!
It is a stupid stupid idea !
It is ok if the object to be given this material is a simple cylinder or something equally primitive in shape but this Eva is an entire robot that is pretty organic looking and I have three of those to handle.
I have to strain my eyes just to see if all the UV squares are the same size to maintain the consistent look of the brush metal strokes throughout the different parts.
Seams are going to be obvious because as it is not a plain texture, the stroke is going to look strange when they collide with each other unless they run in parallel.
I also felt trapped by the fact that it sometime feels I am setting up the UV for the brush metal strokes and the decals have to play with whatever is the result of that UV setup.
Of course I can multi-layer the texture maps via map channels but I really do not like to complicate this area, I will render to texture everything so that in the end, I only have one map channel. Keep it simple.
Note to self, stay away from brush metal materials, they are evil...