Game Development Reference
In-Depth Information
3D Models
When you are working with 3D models, always save both source files and exports; never keep only the export because
it may contain only a reduced version of your model. For example, some scripts, rigs, or animation content might not
be saved in the export file.
However, in either case, the naming conventions are the same. Suppose that you're working on a map that has a
setting for a train station. The suffix might look something like this:
STA01_palmTree03
This sample suffix is organized as
<map name>_<object name><incremental number>, where
<map name> is the name of the map that shows the location of the object (
STA01 ).
<object name> is the name chosen for the object (
palmTree ).
<incremental number> is the number of the object version (for example day/night state or
split into two chapters) ( 03 ).
You may also need to add a category for the object. My suggestion is to keep it short (three characters are enough
in most cases), as in
STA01_VEG_palmTree03
As you can see, most of the suffix is the same as before, but I have inserted the category after the map name.
This suffix breaks down as follows:
<map name>_<category>_<object name><incremental number>, where
<map name> is the name of the map where the object is (
STA01 ).
<category> is the category of the object, in this case the abbreviation of vegetation (
VEG ).
<object name> is the name chosen for the object (
palmTree ).
<incremental number> is the number of the object variation (
03 ).
In addition to constructing solid file naming conventions, you should create a clean and well-organized internal
structure of your .max file.
In Figure 2-6 , in addition to the 3D model, there is a mini-rig to procedurally control certain properties, like the
three measurements of the table (height, width, and depth) and the color of the glass material. Layers are used to
define which visual objects are part of the mesh, and which are control objects to help the mini-rig.
 
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