Materials assigned via the Engine?
Yes via the Engine. It is not unusual in other engines too.
There are a few reasons for that. No one is able to set material correctly in 3D modeler app (3DMax,Blender,Maya etc.) because of different lighting models and material shaders. In Outerra all lights are dynamic so you have to see model in different day times to be sure it is looking good. Next reason is that exporters are not filling material section in COLLADA file properly, this is not problem only in COLLADA exporters. The next one is we are planning to have procedural materials available too.
Btw material assignment in engine will be easy and fast operation. Final material tuning will be much more time consuming. And when you change the model geometry, engine automatically reassigns the materials unless you totally change the hierarchy. There will be other tools/helpers available to make the whole process less painful and more effective, like:
- automatic texture reload on change (this is already there)
- automatic reimport of COLLADA when it changes
So you can have running Outerra sandbox and also working in 3DMax and when you export geometry or change texture in Gimp for example everything will be realoded and reimported with last settings and you will see changes almost instantly.
I'm assuming a standard UV mapping for materials/texturing, correct?
All UV map channels will be imported from COLLADA. In engine you will not be able to modify them. You will be able to set scale and offset per UV channel in material.