Assigning different materials to a game ready asset is generally only done in specific instances like setting up multiple tileables / material layering or if you need a part to have a certain shader applied (glass for example). For a standard prop though, you'd export out your game ready mesh with one material only. You…
Thanks a lot for your reply! So I think I understand a bit more now. I have been using the same mesh for baking the ID maps and texturing because it was a bit more efficient from a learning perspective and allowed me to focus on the SP basics without getting too bogged down with the bake setting technicalities. I guess I…