Naming Convention
General Rules
[AssetTypePrefix]_[AssetName]_[Descriptor]_[OptionalVariantLetterOrNumber]T_Sand_BC_01
Textures
Every texture should have T_
prefix.
If it’s a texture used for User Interface, it should have T_UI_
prefix
Texture should have the following suffix based on its type:
Base Color - _BC
Roughness - _R
Metallic - _M
Normals - _N
Ambient Occlusion - _AO
Ambient Occlusion-Roughness-Metallic - _ORM
Assets
- Static Mesh -
SM_
- Skeletal Mesh -
SK_
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