# assets Asset/art files for Hook, Line and Axe ## Naming Conventions Naming conventions are important for project organization and tooling. For automation, **it is heavily preferred that all folders and file names are kept lowercase with no spaces**. - **Characters** - Please store all character models, textures, rigs, etc in its relevant subfolder within the `characters` directory. - **Props** - Please store all within the `props` folder, within its relevant subfolder. - When uploading models, please use either FBX or OBJ formats. - **Animation** - Character *animations* should instead be stored in the `animations` directory, within its relevant subfolder. - Depending on who is animating, please start your filename with `anims-alan` (or `anims-tommy` or `anims-shelby`, etc) for batch-export automation purposes. Iterative saves are okay. ### Material Maps [IronPress](https://github.com/arocull/IronPress) requires naming conventions for texture maps to be properly used. IronPress enforces proper bit-depth, channel-packing, and enables batch-resizing of textures. All materials and material maps should start with the prefix `mat_` and followed by the material name, such as `mat_stone`. **Lowercase is required**. Texture maps should be followed with specific names. Examples are provided - `mat_example_basecolor` - Basecolor/diffuse/albedo of material. If the material is transparent, alpha is stored on this as well - `mat_example_arm` - ARM is Ambient Occlusion, Roughness, Metallic all packed into one material. If the maps are separate, name them like this: - `mat_example_ao` - Ambient Occlusion map - `mat_example_roughness` - Roughness map - `mat_example_metallic` - Metallic map, optional - `mat_example_normal` - Normal Map, export as 16-bit if possible - `mat_example_opacity` - Opacity map, only use if necessary - `mat_example_mask` - Mask, only use if necessary Please store all textures under one folder in the relevant directory, named `textures` (in all lowercase). Additional notes: - If multiple materials use the same textures maps, please only store one copy of said texture map. - Export normal maps to 16-bit if possible for maximum quality - IronPress can be avoided with a customized Substance export setup ## Animation Guides Guides for animation: - [Setting Up a New Animation](docs/animation.md/#setting-up-a-new-animation) - [Finalizing an Animation](docs/animation.md/#finalizing-an-animation) - [Editing Existing Animations](docs/animation.md/#editing-existing-animations) ## Asset Guidelines Guidelines for asset making: - [Topology](docs/assets.md#topologydetail-density) - [Texturing](docs/assets.md#texturing) - [Scale](docs/assets.md#scale) ## Automation If you need results from an automated process, see the `pipeline` directory. Each shell script should export the corresponding textures to a folder within the `export` directory. For animations, please include the `pipeline/export_anims.py` script in your Blender file. This allows one-click exporting of FBX animations (may be fully automated with a script later). ## Questions If there are any questions or feedback on these guidelines and conventions, please poke Alan with a sharp, pointy stick.