Assets Naming Convention
Contents
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 “foundation” 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 it’s 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