Hey guys, I've always observed in 3d modelling and assets that minimally people name joints, materials, meshes and texture files. Like the picture above. Is there anymore naming we need to do for our assets to be presentable for work? For example for materials and the textures connected. Do we need to rename the files or…
Something I've learned from programming is to name EVERYTHING. It's a pain in the ass to come back 4 months later trying to figure out what anything does, just spend a minute or two naming things.
Don't get cute and give things funny names, I once saw it cause an issue where a texture named a naughty word showed up in the game patch progress which was an issue for an "E" rated game.
Hi, Industry wide there's no particular standard naming convention. I for one like scenes that have been labelled / named appropriately. Each studio will define their own conventions. The benefit of following conventions and keeping scenes tidy in a studio environment means that if another artist has to pick up your work…
As nathdevlin said, each studio will have their own conventions. What is important is to get into the habit of setting a convention for yourself and sticking to it. Then you'll be able to adapt to whatever preferences the studio or customer may have. Even if the customer does not have a preference, keeping your scenes…
At my previous job we used a consistent folder directory, along with using our initials when naming textures so we didn't all make Brick01.tga when working on the same project. Keeping a universal way of organizing things was pretty important as we'd be updating visual environments from 15+ years ago on some occasions, and…