I'm currently trying to gather up a couple years' worth of school and job work, and of course it's just scattered everywhere. Photoshop doodles. References. Concepts. UI work. Zbrush hipolys. OBJs for baking. Bakes. Textures. Marmoset renders. Definitely makes the portfolio-crafting process harder than it needs to be.
I switched over to Maya recently, which seems to encourage at least a little bit more project organization, so that led me to do some quick searches on Polycount to try and figure out how to wrangle all this stuff together. I couldn't find anything, so I'm asking now.
Polycount, how do you organize your creative projects? Got any tips?
Replies
Trying to figure out how to organize all this stuff between different 2D and 3D projects and resources and such.
Within them each project has it's own folder; when I finish a project I delete everything besides necessary files(textures, final ztools, etc.) and back it up on my external drive.
My professional work gets separated by client folders. That's basically how I organize my stuff.
Do you keep Photoshop files with your bakes and final textures in them? How about sketchy half-finished, probably never finished stuff? Does they become their own projects, or just dumped together somewhere? Or deleted, I suppose.
I think part of my problem is my personal work (and my job work-- small team, lots of random things needed doing) is so scattered. Just thinking out loud at this point, delaying the inevitable sorting process.
Thanks again.
then move finished stuff to "final" folder
create "final2" folder and make adjustements
create "final3" folder and repeat
dump every folder in "old" folder and create new "final" folder
stop working on it because i dont even know where i was
Whenever I want to work on something I make a copy of the entire folder with the current date. This way I have enough backups to feel safe. Eventually I delete or 7zip archive older work. Each project has their own internal folder structure though, so I'm more flexible. The only thing I really avoid is cross project references, like for textures. I want to be able to grab an entire project's folder and have everything that belongs to it.
This also assumes you have lots of HDD space, but HDD space is cheap these days.
I only keep final textures, all those psd add up and take a lot of space. All the sketches and practice stuff I keep in a practice folder, I usually only keep a jpeg image of it, takes up less space.
Kwramm - I was thinking about some sort of date system, glad to see yours. I've heard of sorting projects my when they were made, as well. So basically it's: projects/yyyy/mm?/projectname but that gets awkward if you're making copies at later dates. On the other hand it might be easier to find things? I'll come up with something.
I really like the 7zip idea, I'm going to err on the side of cheap HDD space as well. If it's consolidated and organized I feel less bad about "wasting" it.
spiderDude - Separate practice folder. Excellent. My feeling is that I'll probably be streamlining what I'm saving as I go on and realize, "I don't need any of this junk!"
Thanks a ton guys, glad to have your insight.
I had date/projectname before but it's not as good as projectname/date. I usually ask myself "what do I want/need to work on?" first, and then "where did I stop at?". Also I can easier back up projects that way: I grab the entire folder, delete the old dates I don't want to keep and burn it to DVD / zip & upload to cloud storage.
For finding things, use good naming conventions (avoid crazy abbreviations and non descriptive file names like tex02.tga) and a search tool like Windows Search, Everything or Spotlight, etc. This approach also forces you to eventually name folders and files properly, which is a very good habit to adopt!
All of that logic makes sense. I actually have Everything mapped to a Launchy command, so I type "Find", Tab, and then the search string and it opens up Everything with that search. It's super nice.
Right now everything is spread between different folders, flash drives, flash drive backups, Dropbox and Google Drive, and of course my work computer. Once I get a master project folder set up, I'll probably have the most current project or two on Dropbox so I can get at them, then take them down and add them to the big project folder later.
For the final export to engine I just dump everything (textures, model file and material files) to one place.
Consistent, clear organisation is a key principle for yourself and clients.
Currently using this:
/Project_Folder
->/Project_Concept_art
->/Project_Textures
--->Texture Files
->/Project_PartName
--->Up to date files related to part (3d)
->/Project_PartName_Backup
--->I keep save on increment on, so about 100 or so additional files a day, get dumped here.
You can then just Rar the whole thing up and send it off when you've cleared out any backup folders.
I use a standardised structure for all my other projects such as daily practices or parts etc.
/SketchBook_01_ProjectName
/VectorSketch_01_ProjectName
/KitBash_01_ProjectName
/3dSketch_01_ProjectName
OCD has some positives when it comes to work.
(only kidding )
But seriously, I use the same folder structure at work and at home, helps keep it consistent mentally.
Pretty similar to lazerus' structure:
Project Folder/
I find that works pretty well in terms of keeping everything organized, which is really important, especially when in the situation you're in now and having to go back through old work.
project//
--- backup - autobacks
--- bakes - baked maps, and meshes to rebake from
--- export - the outputs of the project if any
--- img - refs
--- import - the inputs of the project if any
--- out - screenshots / video to send to client / internet
--- scene - model files
--- texture - texture files
Not too complicated since max userprefs handle it all once you set it up. makes it easy to get to files by their intended function in the overall project imo
That is pretty much my usual project folder. My naming convention is:
a0X_projectName_status (e.g. a02_jackWalk_blocking) for animation
r0X_projectName_ status (e.g. r03_jack_skinning) for rigging
m0X_projectName_status (e.g. m04_jack_fixedTopo) for the models
http://help.autodesk.com/view/MAYAUL/2015/ENU/?guid=GUID-A570696B-95A4-4ED7-87EE-A7EAB63156CF