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animations | ||
audio | ||
characters | ||
docs | ||
hdris | ||
pipeline | ||
promotional/insurrectionist | ||
props | ||
references | ||
ui/icons | ||
.gitattributes | ||
.gitignore | ||
README.md |
assets
Asset/art files for Hook, Line and Axe
Naming Conventions
Naming conventions are important for project organization and tooling.
For automation, it is heavily preferred that all folders and file names are kept lowercase with no spaces.
- Characters - Please store all character models, textures, rigs, etc in its relevant subfolder within the
characters
directory. - Props - Please store all within the
props
folder, within its relevant subfolder.- When uploading models, please use either FBX or OBJ formats.
- Animation - Character animations should instead be stored in the
animations
directory, within its relevant subfolder.- Depending on who is animating, please start your filename with
anims-alan
(oranims-tommy
oranims-shelby
, etc) for batch-export automation purposes. Iterative saves are okay.
- Depending on who is animating, please start your filename with
Material Maps
IronPress requires naming conventions for texture maps to be properly used. IronPress enforces proper bit-depth, channel-packing, and enables batch-resizing of textures.
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 wellmat_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 mapmat_example_roughness
- Roughness mapmat_example_metallic
- Metallic map, optional
mat_example_normal
- Normal Map, export as 16-bit if possiblemat_example_opacity
- Opacity map, only use if necessarymat_example_mask
- Mask, only use if necessary
Please store all textures under one folder in the relevant directory, named textures
(in all lowercase).
Additional notes:
- If multiple materials use the same textures maps, please only store one copy of said texture map.
- Export normal maps to 16-bit if possible for maximum quality
- IronPress can be avoided with a customized Substance export setup
Resources and Guidelines
Animation Guides
We are using Blender 3.6 LTS. As rigging changes in 4.0, please use the correct Blender version to ensure compatibility.
Guides for animation:
Asset Guidelines
Guidelines for asset making:
Level Design Guidelines
Guidelines for level design:
- Minimum Requirements
- Spatial Requirements
- Use of Space
- Introducing Mechanics and Enemies
- Difficulty Ramping
- Innovation
Automation
If you need results from an automated process, see the pipeline
directory. Each shell script should export the corresponding textures to a folder within the export
directory.
For animations, please include the pipeline/export_anims.py
script in your Blender file. This allows one-click exporting of FBX animations (may be fully automated with a script later).
Questions
If there are any questions or feedback on these guidelines and conventions, please poke Alan with a sharp, pointy stick.