Hello,
I have some questions about the intended texturing workflow when using maya and substance.
The workflow we are used to is modelling in maya, assigning some shaders so to get material separation and then exporting that as an obj for texturing in substance. In substance this will split the mesh into different texture sets based on the shading groups:
Later, in lookdev, we assign the exported texture sets to the already defined shaders.
How would this be done with Ayon?
My understanding is that the model
product is without shaders/materials
, so by default when publishing the material separation is lost.
I have found an option to keep the shaders when publishing, but i would also what to run shader specific validators (shader name, shading group etc.).
In short, is there a way to either modify the existing model
product to add other validators? Or is there another product that would represent a geo with some shaders? Is there a better worflow for this?
Thank you