All three assets were textured by a Procedural Material that I created in Substance Designer. The material is 100% procedural aside from the "Vid-Phon" graphics on the center asset, and the "Warning Pinch Point" texture on the far right asset. The metal scratch amount and height, dirt amount and height, material colors, glossiness amount, etc. is all completely controlled by settings that are exposed to the end-user.
With this material the artist can, in a matter of seconds to minutes, create finished or near-finished materials for their modeled game-ready assets.
The stickers that are randomly applied to the two assets on the left side have a procedural node that I created that gives their placement and rotation a random location, although the end-user can tweak its apperance with settings. The stickers can be changed through an input node to any stickers the end-user desires - or the stickers can be excluded from the material if that is the desired look, as you're able to see on the far right asset, which is stickerless.
All wear and tear and dirt is completely adjustable and removable. Appearance of materials is adjustable.