Assets Naming Convention
Overview This article contains ideas for assets naming convention and content folders structure. Basics 1. All names in English. 2. All asset dependencies should be in its folder (instead of some s...
Overview
This article contains ideas for assets naming convention and content folders structure.
Basics
1. All names in English.
2. All asset dependencies should be in its folder (instead of some shared assets).
Assets folders
(maps)
|
---------------------------------------- | --------------------------------------------------------------
Content\Maps | parent maps folder
............ Maps\Episode(_Number) | game episodes, where (_Number) is 01, 02, 03, etc
............ Maps\TestMaps | test maps, maps prototypes and other levels not for production
(assets)
|
---------------------------------------- | ------------------------------------------------------------------------
Content\Base | basic materials, material functions and other ÔÇ£foundationÔÇØ assets
Content\Characters | folder for characters
............ Characters\NPC | NPCs
............ Characters\Player | player character(s)
Content\Dev | development assets, like objects icons, special meshes and textures, etc
Content\Effects | various shared effects
Content\Environment | environment assets
............ Environment\Background | backgrounds
............ Environment\Buildings | buildings (simple or procedural)
............ Environment\Foliage | foliage
............ Environment\Props | various props
............ Environment\Sky | skies
............ Environment\Landscape | terrains assets
............ Environment\Water | water meshes and materials
Content\Gameplay | assets for various gameplay purposes
Content\PostProcess | post process chains and itÔÇÖs assets
Content\Sound | sounds and sound cues
Content\UI | UI assets
Content\Vehicles | vehicles with effects
Content\Weapons | weapons with effects
Folders by categories
|
-------------- | -------------------------------------------
Blueprints | blueprints
Meshes | static and skeletal meshes, physical assets
Materials | materials and instances
Textures | textures
Animations | animations
Particles | particle systems
LensFlares | flares
Sounds | sounds + cues
Morphs | morphs
FaceFX | FaceFX assets
Assets names
Form:
(Prefix_)AssetName(_Number)(_Suffix)
Example:
T_Rock_01_D
Prefixes: (optional because of filters in content browser)
(by usage)
|
---- | --------------
CH_ | Characters
UI_ | User Interface
VH_ | Vehicles
WP_ | Weapons
(by type)
|
------ | ------------------------------
BP_ | Blueprint
|
SK_ | Skeletal Mesh
SM_ | Static Mesh
|
AD_ | Apex Destructible Asset
AC_ | Apex Cloth Asset
|
MT_ | Morph Target
|
ST_ | Speed Tree
|
PS_ | Particle System
|
LF_ | Lens Flare
|
VF_ | Vector Field
|
S_ | Sound
SC_ | Sound Cue
|
M_ | Material
MI_ | Material Instance
MITV_ | Material Instance Time Varying
MF_ | Material Function
MPC_ | Material Parameter Collection
|
T_ | Texture
SP_ | Sprite
SS_ | Sprite Sheet
TC_ | Texture Cube
RT_ | Render Target
|
PM_ | Physical Material
Suffixes:
(textures)
|
---- | -----------------
_BC | Base color
_MT | Metallic
_S | Specular
_R | Roughness
_N | Normal
_DP | Displacement
_AO | Ambient Occlusion
_H | Height Map
_FM | Flow Map
_L | Light Map (fake)
_M | Mask
(meshes)
|
--------- | -------------------------------
_Physics | physics assets (generated name)
_FaceFX | FaceFx assets
(animations)
|
--------------- | ------------------------------------
_BlendSpace | blend space (generated name)
_AnimBlueprint | animation blueprint (generated name)
Texture Masks
RGB Mask for characters:
* R = Metallic
* G = Roughness
* B = Subsurface Opacity
RGB Mask for character's Hair:
* R = Hair Alpha
* G = Specular/Roughness map
* B = Anisotropic direction map
RGB Mask for environment:
* R = Metallic
* G = Roughness
* B = Ambient Occlusion