File Naming Conventions
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.
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