@Alex_J Thank you very much for your quick response! True, grouping by type can be considered redundant given that the computer is already good at doing this on its own. However, grouping by “use” does make some sense. Rather than use, the appropriate word would be category. We can create models that we usually find in…
we always use a working folder for all the incidentals e.g. generic_house1: the_clean_export_mesh.yff working: the_roughout_mesh.yff the_concept_mesh.yff etc maps: the_clean_export_trim.dds working: trim.psd dirt_rtt.tga light_rtt.tga doodles.tga etc.... probably better ways of doing it but there's always stuff that comes…
Hello, everyone. I know there's no written rule about project organization; each studio and person uses what they find most comfortable or believe is most appropriate. However, some project organization structures tend to be more commonly used than others. I'm wondering what file and folder organizational tree you usually…
i try to avoid grouping by type because the computer already has many ways to filter by type I try to avoid group by use because - assuming its a game project - where and why things are used may change many times. What I mean is, don't couple a model with a level as an example. i think the best thing I've come up with so…