donderdag 2 september 2010

Naming Conventions - Version #1

Naming Convention


- Materials (grey spheres within max)
- Textures (Diffuse, Specular, Normal, AO)
- Models (mesh static or animated)
- Folder Structure (Location and subdirectories)



__________________________________________________________


Materials:

    When exporting a model to FBX. or X. make sure you have named EVERY
    material the model uses!

Example:

    Chair01_Mat.mat
   
       First you define which model it is applied to, in this case Chair01. Next
       comes the mat prefix.

    ** NOTE! WHEN EXPORTING AN OBJECT TO FBX OR X, MAKE SURE
    ALL TEXTURE SLOTS ARE EMPTY! TEXTURES WILL BE APPLIED WHEN
    ASSEMBLED WITHIN THE ENGINE**


__________________________________________________________


Textures:

    Textures often come in different version, like diffuse,
    normal or specular maps. Its of utmost importance that before
    you apply any texture to a material the name of all the
    textures are correct without typos or Capital differences.

Example:

    Diffuse: (needs to be *.png format)
       
        Chair01_Diff.png

    Specular: (needs to be *.png format)

        Chair01_Spec.png

    Normalmap: (needs to be *.png format)

        Chair01_Nrml.png

   
    First you define wich model its aplied to, in this case the
    Chair01. Then what type of texture it is. (Diff, Spec or Nrml)

    ** NOTE! WHEN EXPORTING AN OBJECT TO FBX OR X, MAKE SURE
    ALL TEXTURE SLOTS ARE EMPTY! TEXTURES WILL BE APPLIED WHEN
    ASSEMBLED WITHIN THE ENGINE**


__________________________________________________________


Models:

    There will be allot of models with a variety of different
    names. So we will need to use a few prefixes in order to
    keep it clean and well-arranged.

    Model Types:

    Static Reffered to as ( S ): Will be NON animated meshes
    Animated Reffered to as ( A ): Will be meshes with baked animation   

   
    Building Blocks:

        _BB : Example > Wall01_S_BB.FBX > (ObjectName, Static, BuildingBlock)

    Props:

        _Prop : Example > Chair01_S_Prop.FBX > (ObjectName, Static, Prop)

     ** NOTE! WHEN EXPORTING AN OBJECT TO FBX OR X, MAKE SURE
    ALL TEXTURE SLOTS ARE EMPTY! TEXTURES WILL BE APPLIED WHEN
    ASSEMBLED WITHIN THE ENGINE**

__________________________________________________________


Directory Structure:

    comming soon****

2 opmerkingen:

  1. this stuff makes me happy :D reminds of a time when i was still working in a little company at the Herengracht :)

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