1. Naming Rules for Assets
Consistent naming conventions make it easier to find and manage assets. Below are the guidelines for naming different asset types.2.1 General Naming Format
Copy[AssetName]_[SubName]_[Version]_[Suffix]
- AssetName: Primary name of the asset.
- SubName: Specifies variations or sub-components (if applicable).
- Version: Numeric versioning (e.g., 02,03,) For Version 1 no need to Specify 01.
- Suffix: For textures, indicates the type of map (e.g., _AL, _N).
2.2 FBX Files (3D Models)
- Format:
[MeshName]_[SubName]_[Version].fbx - Example 1:
CCR_Office_01.fbx - Example 2:
Truck_Wheel_01.fbx(SubMeshes of truck)
- MeshName: The name of the primary mesh (e.g., Truck, Office).
- SubName: Additional descriptor if needed (e.g., Wheel).
- Version: Use two-digit numbering (e.g., 01).
2.3 Texture Files
- Format:
[TextureName]_[SubName]_[Version]_[Suffix].png - Suffix Guide:
_AL: Albedo_N: Normal Map_M: Metallic_R: Roughness_AO: Ambient Occlusion_E: Emission_MS: Metallic Smoothness
- Example 1:
Truck_Interior_01_AL.png(Albedo map) - Example 2:
Truck_Interior_01_E.png(Emission map) - Example 3:
Truck_Interior_01_MS.png(Metallic Smoothness map)
- TextureName: Corresponds to the asset it is associated with.
- SubName: Specific part or variant (e.g., Interior).
- Version: Numeric versioning.
- Suffix: Indicates the type of texture map.
2.4 Material Files
- Format:
[MaterialName]_[SubName]_[Version].mat - Example:
Truck_Interior_01.mat
- MaterialName: Typically matches the asset or texture name.
- SubName: Specifies variations if necessary.
- Version: Numeric version (e.g., 01).
2.6 Version Numbering
- Use two-digit numbering for versions (e.g., 02, 03).
- Increment the version number when significant changes are made.
- If the Assets are duplicates, then use Beam01, Beam02 (Not Beam_01)
- This helps in tracking iterations and updates of assets.
3. Asset Labeling System
To enhance asset organization within Unity, a labeling system categorizes assets based on specific attributes.3.1 Label Structure Overview
Major Categories- Note If You want to Add More / Custom tags or Something Not listed below you can make your Own
- Industry
- Environment
- Asset Type
- Module Type (Project)
- Project (Project Modules)
- Technical / Custom Labels
| Asset | Industry | Environment | Asset Type | Module Type | Project | Technical Tags |
|---|---|---|---|---|---|---|
| Anesthesia Machine | Medical | Interior | Equipment | Medical Support | MS001 | Interactive |
| Bridge | Construction | Exterior | Infrastructure | Construction Support | CS001 | LOD |
4. Best Practices
4.1 Folder Creation
- Create folders only when adding new assets.
- Maintain the existing hierarchy to ensure consistency.
- Avoid unnecessary nesting of folders.
4.2 Asset Naming
- Use underscores
_to separate elements in the name. - Keep names concise yet descriptive.
- Ensure that the asset name, sub-name, and version accurately reflect the asset.
4.3 Version Control
- Increment version numbers responsibly.
- For minor changes or tweaks, you may use subversions (e.g., 02a, 02b) if necessary.
- Major updates should increment the main version number (e.g., from 02to 03).
4.4 Asset Updates and Modifications
- When updating assets, ensure compatibility with existing scenes.
- Communicate significant changes to the team.
- Keep old versions as backups until the new version is fully integrated.
5. Examples
5.1 Folder Structure Example
3D_Repo/├── Automotive/
│ ├── Truck/
│ │ └── TruckWheel/
│ │ │ └── Truck_Wheel_01.fbx
│ │ │ ├── Truck_Wheel_01_AL.png
│ │ │ ├── Truck_Wheel_01_N.png
│ │ │ └── Truck_Wheel_01_MS.png
│ │ │ └── Truck_Wheel_01.mat
5.2 Asset Naming Examples
- FBX File:
CCR_Office_01.fbx - Texture Files:
CCR_Office_01_AL.png(Albedo)CCR_Office_01_N.png(Normal Map)
- Material File:
CCR_Office_01.mat
6. FAQs
Q1: How should I name a texture for a new asset version?A: Follow the naming format with the updated version number. For example,
NewAsset_02_AL.png.