so if these were assets being used in production, would there be separate uvs for something like baked ao, diffuse, etc. so you could still have more individualized materials? or does that just kinda miss the point i suppose
No height map, although that might be a good idea actually. Currently i'm just using the normal map, and the other one for both occlusion and cavity. The diffuse and spec are flat colors that roughly match raw metal (dark gray albedo, bright spec), this is the gloss: I've been rendering them from Marmoset with the spec…