Asset/art files for Hook, Line and Axe
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Matt 55a901c45a baton model/texture
baton model/texture
2024-01-29 16:52:05 -05:00
animations Additional animations 2024-01-29 15:13:04 -05:00
audio
characters baton model/texture 2024-01-29 16:52:05 -05:00
docs Docs for animation 2024-01-24 17:16:27 -05:00
hdris Fix binary files not being stored with LFS, add mesh body exports 2024-01-17 00:53:21 -05:00
pipeline Pipeline tool updates 2024-01-29 13:21:04 -05:00
props/posters Finished Posters 2024-01-19 20:26:42 -05:00
references Prep infantry 2024-01-22 16:20:54 -05:00
Turret Added Turret Model 2024-01-25 21:05:55 -05:00
ui/icons
.gitattributes Set up IronPress for assets repository 2024-01-17 19:56:04 -05:00
.gitignore Set up IronPress for assets repository 2024-01-17 19:56:04 -05:00
README.md Docs for animation 2024-01-24 17:16:27 -05:00

assets

Asset/art files for Hook, Line and Axe

Naming Conventions

Naming conventions are important for project organization and tooling.

Material Maps

IronPress requires naming conventions for texture maps to be properly used. IronPress is important as it enforces proper bit-depth, performs channel-packing, and for allows bulk texture resizing.

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

Animations

Guides for animation: