We created another hard surface asset in class. This time it was a barrel or wine keg as I decided was the purpose of my asset. Using high contrast colours to separate layers of an asset that needs to be different materials when textured. Once the unwrapping is done and object is exported as an OBJ, it can be brought into Substance Painter and with the high contrast colours that were added, Substance Painter will recognise them as different layers and separate them accordingly. Ease for using smart materials while also viewing the asset as fully textured.
When I first created the barrel asset it used to many unnecessary faces. In game design, it is important to reduce the amount of polygons and faces of an asset to increase space in the engine. So I scrapped it and made another barrel from scratch. This time with less polygons whilst still looking high detail. The kind of optimizing I hope to always achieve.