This led to a lot of time being spent on building materials, scaling assets, and managing large amounts of files with no standards. If I wanted to reuse an asset I could either build my asset how I want it and save out the Maya file or rebuild the asset every time I wanted to use it.
It was time consuming to rebuild the assets and managing all the asset files became a hassle. Other asset managament software like Connecter or Maya’s native content browser worked great but there were extra steps to get an asset into my scene. What I wanted was a tool that would allow me to treat my scene like a sandbox and quickly start playing around with different materials and assets.
Pictured are some of the assets all with varying folder structures, naming conventions and textures.