If using pbr metal/rough I don't think this is really all that necessary anymore. Old school texturing involved a lot of baked map compositing, overlaying, etc, and was a skill in itself.
If i were to make a specific way of presenting my texture maps i would probably do it once manually and then make an Action in Photoshop that does it for me.
Full maps take up space when showing online in your portfolio; as one building my site from scratch and maybe more sites in the future, you have to think of the most effective yet simple approach for not just one person but millions who could view your site.
It wouldn't take long to just pop each texture on a separate layer in photoshop and have an long rectangular layer mask which you offset for each layer.
To be fair, when I look at portfolios, I just want to see the asset. I don't care much for how the textures look if the output looks cool. The only reason for me to see the texture is to kinda look at the uv map the artist decided to make. See if the model was correctly uvmaped and if there isn't much waste.
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I agree with Pedro, just show the full maps. Although it is a good idea to have the texture name on the image.
The only reason for me to see the texture is to kinda look at the uv map the artist decided to make. See if the model was correctly uvmaped and if there isn't much waste.