I would say that even just being able to hide a whole mesh would make things a lot easier.
Creating multiple materials just for the sake of working some details under some mesh is a pure pain in the butt. There's an example of common areas that would require such process :
- Inside the Mouth
- Extruded parts (most connections between parts like pouches, hat/head, boots/leg, gloves/arms,etc.)
- Gears or any mechanical parts that connecting at some points.
and many mores.
It's also a problem when using a material for multiple assets as we end up with 2 mostly bad choices :
A) Paint the assets separately then in another software, fuse the maps together.
B) Paint the assets together, but separate them far enough to remove chance that one paint onto the other. (Then navigating to paint become the pain in the butt as you need to "guess" the center of your view and move it toward each assets' center.)
Even just having the ability of turning off the rendering of a full mesh (as an FBX can contain more than 1 mesh) would only require the 3d artist to temporary detach the UVs part yet not moving them then detach the part of the mesh. Then turning off either of the 2 part inside Sub.Painter would make it easier to apply the details below the obstructing mesh part. Once it's done, attach the 2 parts (mesh) together and weld the uvs (which are still at the exact same place).
The process of fusing maps (from using multiple texturesets) together takes a lot more time than detach/attach the mesh... but just detaching the mesh, as of now, would mean to work on each part separately which isn't best either. (Even worse if you have to switch back and forth between the 3D software and Sub. Painter constantly just to remove parts and attach them back as you work on each part of the whole asset.)
While turning off specific triangles) of a mesh can be a problem, I wonder why turning off a whole mesh would also be a problem. After all, each mesh are read more or less separately within the fbx.
So, adding a windows called "MeshSet List" in which you can turn on and off every whole mesh would still be a huge help (especially for working with atlas of assets.)