From 6425956383dbc80ae695a87fe08665b7c0014a51 Mon Sep 17 00:00:00 2001 From: Alan O'Cull Date: Wed, 10 Jan 2024 12:54:07 -0500 Subject: [PATCH] Naming conventions for materials --- README.md | 19 ++++++++++++++++++- 1 file changed, 18 insertions(+), 1 deletion(-) diff --git a/README.md b/README.md index 57f9d59..017a564 100644 --- a/README.md +++ b/README.md @@ -1,3 +1,20 @@ # assets +Asset/art files for Hook, Line and Axe -Asset/art files for Hook, Line and Axe \ No newline at end of file +## Naming Conventions +Naming conventions are important for project organization and tooling. + +### Material Maps +[IronPress](https://github.com/arocull/IronPress) requires naming conventions for texture maps to be properly used. IronPress is important as it enforces proper bit-depth, performs channel-packing, and for allows bulk texture resizing. + +All materials and material maps should start with the prefix `mat_` and followed by the material name, such as `mat_stone`. Lowercase is required. + +Texture maps should be followed with specific names. Examples are provided +- `mat_example_basecolor` - Basecolor/diffuse/albedo of material. If the material is transparent, alpha is stored on this as well +- `mat_example_arm` - ARM is Ambient Occlusion, Roughness, Metallic all packed into one material. If the maps are separate, name them like this: + - `mat_example_ao` - Ambient Occlusion map + - `mat_example_roughness` - Roughness map + - `mat_example_metallic` - Metallic map, optional +- `mat_example_normal` - Normal Map, export as 16-bit if possible +- `mat_example_opacity` - Opacity map, only use if necessary +- `mat_example_mask` - Mask, only use if necessary