Naming conventions for materials

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Alan O'Cull 2024-01-10 12:54:07 -05:00
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# assets # assets
Asset/art files for Hook, Line and Axe
Asset/art files for Hook, Line and Axe ## 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