This article contains ideas for assets naming convention and content folders structure.
Copied from https://wiki.unrealengine.com/Assets_Naming_Convention at Sat 23 Aug 2014 15:03 PDT.
- All names in English.
- All asset dependencies should be in it’s folder (instead of some shared assets).
- Do not use prefixes.
##Assets folders
(maps) | Description |
---|---|
Content\Maps | parent maps folder |
Content\Maps\Episode(_Number) | game episodes, where (_Number) is 01, 02, 03, etc |
Content\Maps\TestMaps | test maps, maps prototypes and other levels not for production |
(assets) | Description |
---|---|
Content\Base | basic materials, material functions and other “foundation” assets |
Content\Characters | folder for characters |
Content\Characters\NPC | NPCs |
Content\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 |
Content\Environment\Background | backgrounds |
Content\Environment\Buildings | buildings (simple or procedural) |
Content\Environment\Foliage | foliage |
Content\Environment\Props | various props |
Content\Environment\Sky | skies |
Content\Environment\Landscape | terrains assets |
Content\Environment\Water | water meshes and materials |
Content\Gameplay | assets for various gameplay purposes |
Content\PostProcess | post process chains and it’s assets |
Content\Sound | sounds and sound cues |
Content\UI | UI assets |
Content\Vehicles | vehicles with effects |
Content\Weapons | weapons with effects |
Folder | Type |
---|---|
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:
AssetName(_Number)(_Suffix)
Example:
Rock_01_D
Suffixes:
(textures) | Description |
---|---|
_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) | Description |
---|---|
_Physics | physics assets (generated name) |
_FaceFX | FaceFx assets |
(animations) | Description |
---|---|
_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
Prefixes: (optional because of filters in content browser)
(by usage) | Description |
---|---|
CH_ | Characters |
UI_ | User Interface |
VH_ | Vehicles |
WP_ | Weapons |
(by type) | Description |
---|---|
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 |
TC_ | Texture Cube |
RT_ | Render Target |
PM_ | Physical Material |