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scottrt

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  1. That's incredibly helpful Mikael, thanks for all the insights. I may be conflating the need for a good backup system with the need to go back to previous versions of art. It's interesting that you don't have a lot of trouble associating art versions with code versions.
  2. Thanks, yeah I was looking at Gluon. The trimming feature sounds very useful, especially if you accidentally commit a few 1 GB files. Overall, just curious how other people organize similar projects. Everything in one repo? Separate art repo? Ad-hoc backups for art source?
  3. We're working on a Unity project that will have lots of large binary files (art). I'd like to have a way to backup and share the art source as well as manage code. What's a recommended workflow for this? I was thinking of something like the following: ProjectRepo Unity ArtSource I'm not even sure whether artists use version control very much, but the art is somewhat critical for our project, and will be operated on by people in separate locations, so it's important that it's backed up and shared easily. I like the ability in Plastic to just download the pieces you want to work on. This way coders wouldn't need to pull gigabytes of art, and artists wouldn't need to pull the whole repo just to make a small change. One downside I see is that our repo could quickly get out of hand if we change a large binary 20 times. Apologies if there's an guide for this--I did some forum searching and skimming through the plastic book, but didn't see anything obvious. I'm very new to Plastic, but have used git for a number of years, and never had a good workflow for artists beyond checking in FBXes into git, and trying to remember to backup versions of the source art into Google Drive or something.
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