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