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This feels like the texturing version of spinning around my model. Playing with carve groups in @marmoset3d.bsky.social to get grey metalness values through intermediate oxidation.

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This is what you'd get without those oxidation layers, which is a common problem in metalness workflows, and is the result of strictly sticking to 0 or 1 metal values. It's also wrong, which is why you should be using grey values in your metal maps.

Here it is side by side in the same image. Left is with oxides filling in grey values, and right is just a rust to steel transition without the intermediate steps.

Yup! Transitions from metallic to non metallic are rarely ever binary unless you're dealing with something like chipped paint. But faded paint, dust, oils, oxidation, etc should all have grey transitional values

It becomes worse when it’s in a compressed dds too. Compression artifacts from subtle value blends are more apparent so hard edge transitions are preferable.