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…
Hello everyone! I'm currently trying to research some naming conventions and structure that game artists use and why. I've currently hit a dryspot and is in need of more information. So my question is how do you name your assets, how is your mapstructure and why is it like that? Do you change your way you name things when…
I'm a entry level and use pretty much the same structure for naming conventions in my personal work. Though since i'm working solo and want maximum reuse i often separate a lot of work into separate .upk's (udk packs), which can be loaded easily into the map. As for different maps, i assume most use the same conventions…
well take in context the game. Uncharted is setup like a movie, it is a very linear story and every set is pretty unique, they rarely reuse large environmental assets from very speicifc plot points elsewhere in the game. apart from generic vegetation and scatter props I imagine. If you were working on other open world…
I am a big fan of well named things as it makes it easier to find assets and find assets created by others at the studio. At ND we have a pretty good naming convention that most people stick to fairly well. It goes level name (between 3 and 5 letters for the level name) followed by a descriptive one word for the type that…
I'm a personal fan of adding initials as a prefix to scene files, so you can track down the original owner / artist at a glance without having to check through P4. Also helps with accidentally naming a file the same as another artist.
speaking from my own experience in the MMO biz, character naming conventions get just as messy and convoluted as environments. Perhaps category folder names like /trees and specific named assets like DeathWoods_TreeLarge_01 inside the tree folder. So designers can look and say "hmm, at this point, the player hasn't been in…
Let's start with something easy then. I have a rock model & its maps that needs to be imported into the engine library, so lets name it appropriately. RockSet1_Arch_1.ase RockSet1_Arch_1_D.tga RockSet1_Arch_1_N.tga RockSet1_Arch_1_S.tga Now RockSet1 is a generic library for filling out the environment, with as you guessed…
It's a pretty common naming cov. Usually the location or the level it was used in is there at the start so people know where it belongs and you can easily sort by it's location in long lists Map_Type_Desc_Number so A) Horse Chase Map B) It's a Rock C) It's a Layered type of Rock which is Medium in Size D) It's the First…
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…