Never even thought about materials....... Maybe you got something there.
However I am experimenting with creating a usable "Gear Tooth" texture.
I got something almost usable, so I am tweaking that into usefulness.
There are a lot of gears in this model, the ring is an extract to play with and post here.
Up to now, I used a gear tooth model construct like that in the ring. I don't need to show real meshed teeth, in 99% of cases. The alternating black/grey bands will suffice, but it is laborious and rarely formed a solid gear, or one without a lot of fixing to make solid.
Using a texture to "look like a gear" (which is all I really need) will simplify the model as a whole.
I have a standard 22 materials pallet for all models I create. That pallet is "painted" on the reverse side of the man sized reference template (Greg). This ensures that my materials and textures are consistent across all my models, as I quite often borrow comps from other models. It also maintains the same order the standard materials are listed in Entity Info so I can find them fast.








and now loads, saves and autosaves of same model are in the order of 3 to 5 seconds. 

Allow the exterior faces of the object to be any color or material, but the INTERIOR FACES MUST be 100% a single defined density material.
(See Attachment)
