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Revision as of 09:17, 1 August 2023
- ◇ Main Steps
- 3D Asset Workflow: Concepting
- 3D Asset Workflow: Sculpting
- 3D Asset Workflow: Retopology
- 3D Asset Workflow: UV Mapping
- 3D Asset Workflow: Baking
- 3D Asset Workflow: Texturing
- 3D Asset Workflow: Asset Assembling
- 3D Asset Workflow: Naming the Asset
- 3D Asset Workflow: LODs
- 3D Asset Workflow: Exporting to Editor
- 3D Asset Workflow: Completed asset checklist
- ◇ Additional Steps
- 3D Asset Workflow: Alternative Textures
- 3D Asset Workflow: Billboards
- 3D Asset Workflow: Blocksets
- 3D Asset Workflow: Collisions
- 3D Asset Workflow: Sikailu
- 3D Asset Workflow: Sway
- 3D Asset Workflow: Tile Textures and Trimsheets
- 3D Asset Workflow: Tintmask
- 3D Asset Workflow: Vegetation
- ◇ General Tips and Troubleshooting
Contents
Summary
- From this page, you can find instructions of:
- How to name your asset so it's naming stays consistent with the rest of the Trine 3D assets
- Where in the binary to put your asset and its' texture maps, so they're easily found
- And, thus, how to name the folder the asset should be in, if one doesn't exist yet
Naming Instructions
- The asset's name is determined by it's intended location in the SVN folder hierarchy
- As a general rule, start from the root of the hierarchy, and build your way towards top
- Look at the folder names from the path the asset will be added to, and use those when naming the asset
- As an exception to the rule, note that the blockset type (building/natural) should be left out, to reduce bloating
- Look at the folder names from the path the asset will be added to, and use those when naming the asset
- The SVN folder hierarchy is created to support easier locating for all related 3D assets
- As a general rule, start from the root of the hierarchy, and build your way towards top
- Every 3D asset should have at least a general name and a more clarifying name, in this order
- In other words: "gameplay_barrel" or "prop_market_barrel", not just "barrel"
- No capital letters
- No spaces, use "_" instead
- Double check your spelling!
- All texture maps should be named with the same name than the 3D asset, plus a "_mat" suffix
Building the hierarchical name
- There can be more clarifying names that listed here, as long as they go from more generic to more specified ones
- Note that the blockset type (building/natural) should be left out, to reduce bloating
- [Category]
- What is the category of the asset:
- blockset (building / natural / general - note that these subcategories are left out of the final naming!)
- prop
- gameplay asset
- vegetation
- atmosphere
- [General]
- Intended general use within the category:
- What kind of a blockset - library, castle, observatory, mountain, a type of terrain (like field, soil, snow etc)?
- What kind of a general blockset - beam, platform etc?
- What kind of a prop - furniture, textile, light etc?
- Or where the prop is supposed to be used - library, observatory, farm etc?
- What kind of vegetation - plant, flower, tree, mushroom etc?
- What kind of a gameplay asset - ball, pressureplate, chest etc?
- Intended general use within the category:
- [Clarify]
- Clarify the use withing the general use:
- What kind of a manmade blockset part - house, tower, wall, pillar, roof etc?
- What kind of a mountain - snowy, jagged, smooth?
- What kind of a specific e.g. tree - maple, spruce etc?
- If this is a background/billboard version of an asset, add the "bg"/"billboard" clarification here
- Clarify the use withing the general use:
- [Clarify more]
- Clarify even more by e.g. size or shape - s/m/l (small/medium/large), 10m/5m/2m, straight/crooked etc
- There can be additional clarifications, as long as they go from more generic to more specified ones
- Add first letters only for sizes small/medium/large = s/m/l
- [Number]
- If there are multiple versions of the same asset, use numbers at the end of the name to separate them from each other
- Usually here shouldn't be need for more than three versions of the same asset
- The number isn't necessary and can be left out if there's only one version
- [Angle]
- If your asset has set angles, they should be added as a last suffix
- Use number+d, e.g. 45d, 90d
- Final name examples:
- blockset_observatory_pillar_10m_1
- blockset_mountain_bg_flattop
- blockset_beam_wooden_2m_2_45d
- vegetation_tree_maple_s_3
- gameplay_ball_cabbage
Can't find a folder for your asset?
- If there isn't an existing folder in the project's SVN that fits your 3D asset, you can make one yourself
- Make sure that:
- The folder is created to the correct place and depth in the hierarchy
- If your asset is e.g. ballridable cabbage, it should go under ".../gameplay/ball/cabbage", because it's A) a gameplay asset, B) ball-shaped and acts like a ball in all manners that matter, and C) a cabbage
- This is to ensure that no root folders will get bloated unnecessarily
- The naming of the folder matches the existing names
- Note that it's not advised to move and/or rename assets once they're in the game!
- Moving and/or renaming assets that are already in use will break them, because in the Editor, moving/renaming an asset means first deleting it, and then re-adding it
- In practice, this means that the Editor views it as a new asset entirely, and won't know how to relink the existing, delete asset to the new one
- Moving and/or renaming assets that are already in use will break them, because in the Editor, moving/renaming an asset means first deleting it, and then re-adding it
Naming Conventions for Textures
- 3D Asset Workflow: Texturing
- Always remember to compress your textures when saving them as targa
Map type | Suffix | Example | Notes |
---|---|---|---|
Albedo | sample_asset_mat.tga | Basic color map | |
_at_ | sample_asset_mat_at.tga | Alpha test- Binary black&white transparency map in alpha channel. Suffix goes after filename and before other suffixes. Needs to be a 32bit Targa | |
_ab_ | sample_asset_mat _ab.tga | Alpha blend. Grayscale transparency map in alpha channel. Suffix goes after filename and before other suffixes. Needs to be a 32bit Targa | |
Normal | _n | sample_asset_mat_n.tga | RGB vector map describing surface orientation per pixel |
Metallic/Roughness | _mr | sample_asset_mat_mr.tga | Channel packed map containing metallic in the red channel and roughness in the green channel |
Illumination/emissive | _e | sample_asset_mat_e.tga | Self illumination map |
Wrap | _w | sample_asset_mat_w.tga | Thickness map to determine how much light passes through e.g. a leaf |
Tint mask | _tintmask | sample_asset_mat_tintmask.tga | RGB mask for color tinting. More info on usage in 3D Asset Workflow: Tintmask |
Flowmap | _fm | sample_asset_mat_fm.tga | |
Detail Albedo | _da | [material]_[clarifying adjective]_da.tga | |
Detail Normal | _dn | [material]_[clarifying adjective]_dn.tga |