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...

Updated over 4 years ago

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