This is how the material works, the good thing about it is its different that it allows you to chip & cut the peeled paint flakes.
This video here is to explain how that paint peels chipping works, flood fill plays a huge role in here, the bevel part is to refill the edges we did before.
Demonstration of how the height map should be used for the paint mesh which is a seperated sphere using the same material, just with an alpha to show the underneath mesh of the rust. THE RED AREA must be 0.5. This allows the paint to look real.
Hii everyone, it's been a while since I didn't post some work, this one here I did quickly in my free time, we see a lot of good paint or rusty peeled paint materials around which artists usually do great job on it.
I wanted to push the challenge further and make something really different here, it was one of my best experiments in Substance Designer, as well as a texturing/detailing workflow. In this one I wanted to make a parameter that allows me to chip or cut some flakes of the peeled paint, which you can see in the video on the left. Second thing is separating the paint material to use it as decal mesh or a separated mesh or a projected mesh to isolate the paint from the rust and get rid of that creepy stretching look.
This method works perfectly for games and cinematics, you could use the old method (one mesh one material both combined) for LODs and far objects, and for closeups you can use this method since all UVs are the same and positions are the same. Thank you for your time and support, and I hope you find this useful!