So here is the artwork from artstation
https://www.artstation.com/artwork/Z5Ngl8 and i am very curious how was it textured like that. If you take a look there is only one texture for both paint and metal edge and i am interested how is it working inside the shader?


Replies
Witcher 3 Blood and Wine architectural material
(thanks @Xguanabana for the tip!)
In the comments on Artstation they talk about using two channels of vertex color.
More info about shader building, blending setups, and trim textures:
http://wiki.polycount.com/wiki/MultiTexture#Modulation_Blending
http://wiki.polycount.com/wiki/ChannelPacking