I have rebuilded my base again, lowering the material count per character I have.
Now it's looks like this:
Arms_Syndori\EyeBall_Syndori\EyeWater_Syndori\Eyelashes_Syndori\Face_Syndori\Fingernails_Syndori\Legs_Syndori\Mouth_Syndori\Toenails_Syndori\Torso_Syndori\Nipples_Syndori_r\Nipples_Syndori_l\Anus_A2_Syndori\Genitalia_A2_Syndori
Only 14 materials per character, and only 8 actual materials per character, since for example: Torso_Syndori\Nipples_Syndori_r\Nipples_Syndori_l\Anus_A2_Syndori\Genitalia_A2_Syndori share only the same texture - "Syndori_Body". Before I have used NULL object to store all materials and transfer them between scenes, and assign all models(without actual materials) to this null. This was a blind method. And actually costs some time to setup scenes right, to add new models in scenes and populate this NULL with new materials with all mistakes, missed materials and repopulations, also this was returned with cost of generating scene by C4D for rendering, like in Trio there was 2 mins pre-job, before starting actual rendering job.
Now, I have decided to store all my materials only in material manager, if before it was only 8 actual materials with random names, now it became to a 14 materials with corresponding names that character have, like Torso_Syndori, not Syndori_Body anymore, actually this is a lie, since I use vray blend material on my characters body, but well... I have 5 blend materials that combine 10 shaders inside including Syndori_Body's one.
The good thing, that I can load my characters in C4D and they will accept all current materials with corresponding names, and will create some basic new ones if some names are missed.
I have renamed and reassigned all materials with new logic to three main characters and their current corresponding assets: Lorelei, Ruby, Syndori. 4 hours job, but it is worth it. And have win 1 minute of pre-job time at generating and exporting my scene for rendering.
So, after all. I hope, this all will become to have a more predictable and intuitive workflow, and will be much easier to C4D to generate and export scene to Vray.
X3Z
2018-01-03 13:30:54 +0000 UTCNenenthalia
2018-01-03 07:31:33 +0000 UTCNenenthalia
2018-01-03 07:27:13 +0000 UTCDianaranda
2018-01-02 05:41:55 +0000 UTCDianaranda
2018-01-02 03:44:36 +0000 UTCTomCat
2018-01-01 22:47:53 +0000 UTCSCL
2018-01-01 22:45:36 +0000 UTCJellyMan
2018-01-01 21:52:59 +0000 UTCSebastian Heiter
2018-01-01 17:08:56 +0000 UTCNerddesign
2018-01-01 15:44:46 +0000 UTC