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The logic for creating such a material should be the following:
> Start with a Generic material
> Set the Diffuse color to something really dark. If you decide to use a diffuse texture just color-correct it so it's almost black
> The reflection color is the most important slot. This is where your main 'brass' texture should be connected
> the Reflection Glossiness can be used to add variety to the metal blurriness. A gray-scale map should be connected there.
I would recommend that no gray-scale value in the map goes below 0.4. This can make the material slow to render.
> Additionally a bump map can be used
You can always start with a library material and modify it.
Here's an example of the 'Iron_Dirty_20cm' material quickly modified to look like brass:
This material is using an existing library texture.
Changing the texture can bring you closer to what you're after.
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