It actually runs smoothly even at 28M polys, probably due to the 1 bone = 1 mesh principle (excluding cables). I animated it straight after ZBrush, then reattached textured meshes to bones, but it could actually perform well on a USD import too — it has real-time performance in the viewport on a gaming laptop (i9-14900K,…
Feature request for colored Specular PBR workflow as alternative to the metalness workflow: Metalness workflow is Binairy and dus not support subtle blending of metalic and non-metalic surfaces without creating artifacts and white fringes.