UDN
Search public documentation:

AssetPipeline
日本語訳
中国翻译
한국어

Interested in the Unreal Engine?
Visit the Unreal Technology site.

Looking for jobs and company info?
Check out the Epic games site.

Questions about support via UDN?
Contact the UDN Staff

Unreal Engine 3 Art Asset Pipeline

Document Summary: This is a list of best practices for artists creating content for Unreal Engine 3.

Document Changelog: Created by Shane Caudle.

Overview

Early on, working with Unreal Engine packages can seem fairly straightforward; but as your project grows and you begin building out a lot of content, it can become difficult to manage all of the different asset types. Here is a breakdown of some best practices and suggestions for organizing content in your project.

Naming Conventions

It is recommended that content packages be organized in the following way:

Asset Type, Asset Name, Asset Sub Type (Used for Textures), LOD Level (used for MIPs, and mesh LODs)

Asset Type

Prefix Asset Type
SK_ Skeletal Mesh
SM_ Static Mesh
SMF_ Static Mesh Fractured
M_ Material
AS_ Anim Set
AT_ Anim Tree
PA_ Physics Asset
MTS_ Morph Target Set
T_ Texture
PS_ Particle System
ST_ Speed Tree

Examples:

  • SK_Human
  • M_Human

Asset Sub-Type

Suffix Asset Sub-Type
D Diffuse
S Spec
N Normal
E Emissive
M RGB Mask
For characters this is used for:
* R = Spec Power Mask
* G = Fresnel Mask
* B = Transmission Mask

For Hair:
* R = Hair Alpha
* G = Could be used for something on the body
* B = Could be used for something on the body

Examples:

  • T_Human_D.tga
  • T_Human_N.tga