rain-boy
(rain-boy)
March 14, 2021, 1:19am
1
Hello, I am working on a large UE4 project with many characters and environments.
I am standardizing everything and currently I am stuck trying to figure out what to name my textures.
These are my options right now:
Is one letter too simple? Or due to the engines character limit, would it be wiser to use?
Would one letter be too confusing, or cause problems when searching for files on perforce or in unreal?
I don’t have a personal strong opinion on this, but am wondering what the conventional methods are.
Any thoughts are appreciated. Thank you!
ntrnr
(ntrnr)
March 14, 2021, 2:36am
2
I think two letters would work well. Like this:
Color: _CO
Metal: _ME
Etc…
I use an existing styleguide (hoping others do too) on large projects and in general.
link text
1 to 3 characters, prefix (main type) and suffix (variant + subtype) are just fine.
Diffuse Texture:
T_TreeBark_D
Normal Texture:
T_TreeBark_N
Variants:
T_TreeBark_Moss_D
T_TreeBark_Moss_N
Since you might need to do some large scale renaming on large projects… don’t do that manually, use MORT it’s on the marketplace (a batch renamer).
Hi,
Thanks for the information.
Quick question: what suffix do you use for a packed texture containing Ambient Occlusion, Roughness, and Metallic ?
I’ve always named them _ORM . Is that the standard convention?
R = Ambient O cclusion
G = R oughness
B = M etallic
Suffix: _ORM
Also an Albedo is the intrinsic colour of a surface, so its colour without any lighting, shadows, reflections, or shading. So why would you not use _A?