All 3 models seen here have materials created from one base multi-material. I created a multi-material that, when the base baked textures and the geometry is changed, the rendered textures procedurally adapt to the new information; correctly placing wear & tear, material assignments based on IDs, dirt, dust, stickers, etc.
There are also parameters exposed to the end-user so that they may further tweak the materials, such as: scratch amount and scratch height, dirt amount, dirt thickness, and dirt height, sticker switch with amount, random placement, and wear/tear, and many other customizing options such as base material color, glossiness, etc.
Please see the YouTube video for a time-lapse demonstration of how the material looks and works for the end-user.