So I'm creating a full 3D set for a particular scene, and I'm pondering the best way to build it... mostly with regards to texturing.
Hitfilm (3 Pro) takes a single texture for an entire model. This means that the most obvious way is to build the entire set as one mesh, UVmap/texture it, and then import the whole shebang. I can see this getting very unwieldy for complex meshes, especially ones that could benefit from a lot of different materials (each of which would have its own texture).
So my first thought is to simply build each "piece" of the set (IE; crates, support beams, etc.) and then export them as their own models. I kinda want to do this anyway, as it would give me a library of parts with which to construct future sets. But that gets me wondering whether it would then be better to "build" the set from these parts in my modeling software, leading to the skinning issue I mentioned above, or build it in Hitfilm's 3D space as a comp.
Which approach works best, in your experience?