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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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