I just tried to understood whole workflow for creating assets using by tilable textures and materials. But at this point i couldn't understood one small detail. For instance I want to create some old door asset. It will contain tileable wood material and any tileable dust material. My question is how to get masks for the dust material which will cover all holes and other deatils of the door? The only way that I found is bake AO map and use Substance Designer for detailing map (for instance) but not sure that is the best and faster way.
For example, I attached some slides from great SIGGRAPH presentation by RAD company. They are uncovered a lot of process there (many thanks!) but one detail I couldn't understood.