We’re considering using Blender for a relatively big project. Multiple people will be working on this project at the same time. We are thinking about the following approach: we will have 22 separate blend files that contain different scenes. These scene files use linked objects which in their turn have linked materials. Some people will be working on creating materials in separate files. Other people will be modeling assets and applying materials. Then again someone else will be creating the scenes and linking in the assets/models (all at the same time).
This image shows the workflow. One material per .blend, one object/collection per .blend (but can link to many materials) and then a scene file that uses many objects.
Using this approach seems to work well. We’re linking materials into the asset/model .blend files and linking the assets as collections into the scenes. Though we have one issue we’re not sure how to solve.
We want to bake ambient occlusion maps. We can bake these from our object/assets files but not directly from our scene files. The BAKE button is disabled in the scene .blend files. And because our scenes contribute a lot to the ambient occlusion it doesn’t make sense to bake AO in the .blend files where we create the objects.
Does someone has advise on managing materials and objects for bigger projects? Our goal is that we can change the vertices of a model and they’re automatically updated in scenes where they’re used. We want the same with materials. And most importantly we want to be able to bake ambient occlusion maps from the scene files.
We’re using blender 2.8.