Hey guys! I'm looking for some advice on baking large and complex 3ds max scenes, not typically well optimized for Sketchfab (lots of objects and materials etc). I would use the official exporter however I want to be able to edit individual materials when in Sketchfab. I need to be able to automate steps to take a fairly complex scene and prepare it for baking, and then bake, such as (1) collapse all objects (2) explode groups (3) reset transform & scale (4) reset Xform (5) Unify Normals (6) Pro-optimize and then some texture baking scripts?
Currently i do these steps manually, followed by a "quick attach" script and then a "detach by material name" and then texture bake all these meshes that were detached, so 1 material per object giving good performance . It works okay. But add this to the texture baking steps and its a lot of steps!
I'd really appreciate some advice on this workflow and possibly automating this with scripting or similar?