Reply To: UE4 Support, naming convention for Assets etc.

Forum Archive UE4 Support, naming convention for Assets etc. Reply To: UE4 Support, naming convention for Assets etc.

#47502
Jonathan Gonzalez
Participant

    UE4 is something we’ve covered in a few tutorials in the past. As of right now we don’t have any plans to add more UE4 content to our library as we’re focusing more on Blender and utilizing Blender with Unity. I wouldn’t mind teaching UE4 myself but we’re a small content team so our resources are limited. 

    A while back I wrote an article on Importing and Exporting Game Assets, so something like that could be looked into for UE4. It wouldn’t be a course, but an article that covers small tips and tricks like that for UE4. 

    For naming conventions that can vary quite a bit. There is no “one ideal way” to approach it. In general I’d say whatever works for you then use that. Naming and organization is all about how to improve your workflow so you’re not struggling to find what you need. Typically for my Unity projects I may have these types of folder:

    • Models
    • Prefabs
    • Materials
    • Scripts
    • Animations

    Just by looking at those folders you know exactly what they are. As far as naming specific objects, that can be a bit different. If I have multiple variations of an object, say rocks, I’d start off by calling them Rocks followed by a number or specific designator. For example if I had 3 rocks of different sizes I’d have Rocks_Large, Rocks_Medium, Rocks_Small. You could also use numbers (Rocks_1). If you add the designator first, it may slow you down. If I’m looking for the medium rocks and I start ALL of my objects with the size, then I’d be looking through a lot of unrelated objects to finally find the one I want.

    Same is true for use in baking. Most of the time people will just name it “high” and “low”. So if I wanted to bake a character’s details I’d have a high poly character, Character_High, and a low poly character, Character_Low. It doesn’t have to be complex, it just needs to make sense to you and/or your team.