Game Development Reference
In-Depth Information
Figure 2-6. An example of a naming convention for a model with rig, inside 3ds Max
The naming convention here is slightly different from what I've described above, but the goal is the same:
to immediately understand the purpose of the objects in the scene.
Textures
For textures as with 3D models, you must always maintain the source files together with the exports. Image file names
and folders need to be as clear, simple, and well organized as those for 3D models.
Texture naming conventions are based on the characteristics of the textures. Names include the kind of object,
the type of material, and a suffix that indicates the channel type in which they will be applied.
I use the following abbreviations (see Figure 2-7 ):
_D: diffuse map
_S: specular map
_NM: normal map
_HM: height map or displacement map
 
Search WWH ::




Custom Search