Internally we use the Unreal/Unity Engine naming convention for any file we create, especially final in-game render assets. We must keep the same naming conventions, especially when sets of different models must be integrated within the Blender/Maya ecosystem and multiple game engines. We use a mix of PaascalCase with underscore _ to have easier readability across all assets we work with. https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/AssetNaming/
Be concise and avoid long names, examples are below!

Examples:

Skeletal Meshes (Anything parented to an Armature)

SK_IPName_CategoryType_NamingOfAsset_LOD# Examples: SK_PB_Head_PartyHat_LOD0 SkeletalMesh_PartyBear_CategoryType_NameType_LOD# SK_TNL_Clothing_TShirt_LOD0 SkeletalMesh_TheNextLegends_CategoryType_NameType_LOD#

Static Meshes (Not Parented to an Armature/Skeleton)

SM_IPName_CategoryType_NamingOfAsset_LOD# Examples: SM_ATM_Wheel_ArcherPrimal_LOD0 StaticMesh_FlufUnleashed_CategoryType_NameType_LOD# SM_RS_Steeringwheel_01_LOD0 StaticMesh_Raicers_SteeringWheel_NameType_LOD#

Material Naming (Common Materials used in our models)

M_IPName_CategoryType_NamingOfAsset Examples: M_ATM_Wheel_ArcherPrimal Material_FlufUnleashed_CategoryType_NameType M_RS_Steeringwheel_01 Material_Raicers_SteeringWheel_NameType

Texture Naming (Common Textures used in our models)

T_IPName_CategoryType_NamingOfAsset_Resolution_LOD# Examples: T_ATM_Wheel_ArcherPrimal_4K_LOD0 Texture_FlufUnleashed_CategoryType_NameType_Resolution_LOD# T_RS_Steeringwheel_01_1K_LOD0 Texture_Raicers_SteeringWheel_NameType_Resolution_LOD#

Animation Naming (Common Animation names in our project)

AC_IPName_CategoryType_ActionNaming_VersionType Examples: AC_FU_Dance_Heart&Hands_v01 ActionClip_FlufUnleashed_CategoryType_ActionNameType_VersionType AC_TNL_Pose_IdleGloves_v01 ActionClip_TheNextLegends_CategoryType_ActionNameType_VersionType

Blend Shapes (Models that contain Blendshapes or Morph targets)

SK_IPName_CategoryType_NamingOfAsset_SexType# Examples: SK_FU_Base_Zombie_M SkeletalMesh_FlufUnleashed_CategoryType_NameType_SexType SK_TNL_BodySize_Rookie_A SkeletalMesh_TheNextLegends_BodyVariant_NameType_Adam

Collision Meshes (Parented to corresponding Static or Skeletal Mesh) - Optional

UMC_ = Unity/UnrealMeshCollision_Category_NamingOfAsset_LOD#
  • SM_ATM_Wheel_ArcherPrimal_LOD0 (Parent Mesh)
    • UCX_SM_ATM_Wheel_ArcherPrimal_LOD0 (Collision Mesh)
The collision mesh name must match the mesh name of its parent and needs the Prefix UCX for the Unreal Engine to detect and use it automatically, or to easily pick from the manual setup in Unity.
Naming collision meshes for the different types:
  • UBX_ is a box collider = UBX_Naming_VersionNumber
  • UCX_ is a convex mesh collider = UCX_Naming_VersionNumber

Match your Objects Data Name to the Object Name

It’s important to ensure that your object’s data name matches the object name. This practice keeps the naming consistent, making it easier to manage and identify assets across the project.
DataObjectNameMatch