Asset/art files for Hook, Line and Axe
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Matt 7be30ef1d8 Axe Asset
Axe Asset
2024-01-15 19:03:20 -05:00
animations/insurrectionist WIP UV packing 2024-01-13 23:44:11 -05:00
audio Add GameAudio audio (minus a few that need tweaking), studio logo 2024-01-14 11:41:36 -05:00
characters/insurrectionist Axe Asset 2024-01-15 19:03:20 -05:00
props/posters Added Birds Poster 2023-12-03 19:02:17 -05:00
references Update insurrectionist pureref with animation references 2024-01-13 14:41:20 -05:00
ui/icons Add GameAudio audio (minus a few that need tweaking), studio logo 2024-01-14 11:41:36 -05:00
.gitattributes Add GameAudio audio (minus a few that need tweaking), studio logo 2024-01-14 11:41:36 -05:00
.gitignore WIP UV packing 2024-01-13 23:44:11 -05:00
README.md Naming conventions for materials 2024-01-10 12:54:07 -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