Asset/art files for Hook, Line and Axe
animations | ||
audio | ||
characters | ||
docs | ||
hdris | ||
pipeline | ||
props/posters | ||
references | ||
Turret | ||
ui/icons | ||
.gitattributes | ||
.gitignore | ||
README.md |
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 wellmat_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 mapmat_example_roughness
- Roughness mapmat_example_metallic
- Metallic map, optional
mat_example_normal
- Normal Map, export as 16-bit if possiblemat_example_opacity
- Opacity map, only use if necessarymat_example_mask
- Mask, only use if necessary
Animations
Guides for animation: