Could you give me some examples on how you guys over at ND name your textures/materials/etc? Do you use _diffuse for diffuse or do you use just a _D? According to http://udn.epicgames.com/Three/AssetPipeline.html (which is quite specific for UDK I guess) they recommend using asset type in the beginning, for example, SM_…
@Lazerus Reborn How do you search for a diffuse in your example? If it's just "D" that indicates that it is a Diffuse isn't it quite easy to find results with objects that have a "D" in their name (For example Door)? Sorry if I don't quite understand, I can be stupid sometimes. @JacqueChoi Care to elaborate, JacqueChoi? :)…
Oh. For character kitbashing, it's usually easy to have a folder structure and naming like: Hat Head Hair Accessories UBody (Upper Body) LBody (Lower Body) Feet And then at burn or build (or somewhere in the process I'm unfamiliar with) it will just breakup and distribute each texture pack into any arbitrary texture pack…
3DKnight is correct, we rarely directly share assets from one level to the next. Are levels are created so each one has a distinct feel and look to them. We globe trot a good amount so the rocks in Horse Chase should look different than the rocks in say Chateau which was based in France. With that said, we do often times…