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Naming Conventions

Standards for naming your assets and files

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​

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[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)

Explanation:

  • 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)

Explanation:

  • 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

Explanation:

  • 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
  1. Industry
  2. Environment
  3. Asset Type
  4. Module Type (Project)
  5. Project (Project Modules)
  6. Technical / Custom Labels

The below categories gives you an Idea & checklist to add Labels to your Assets

AssetIndustryEnvironmentAsset TypeModule TypeProjectTechnical Tags
Anesthesia MachineMedicalInteriorEquipmentMedical SupportMS001Interactive
BridgeConstructionExteriorInfrastructureConstruction SupportCS001LOD

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.