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