I'm really confused with the best workflow for my project.
I'm using 3ds Max with Arnold Renderer. The scene has 20 or so objects, all are UV'd, some I need to be multiple materials others only one.
If I need an item to be both gold metal, and coloured glass, how do I get an Arnold standard surface to control both parts, or am I supposed to just use 2 standard surfaces plugged into a multi sub?
If that's the case how would that work with the normal map? Would I need to plug that into both surface shaders?
If using a multi sub is the way to go is there any point the objects being separate?
Also, when I finish doing everything with ahader trees, should I then bake everything down into simple maps (think I've seen a video on that), does that just take the literal look if the object and give me all the opacity/ambient/emission etc that I'd need for best compatibility elsewhere (sketchfab, unity, cgtrader, turbosquid, artstation.)
Thanks for any help