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
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 |
- 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 |
- T_Human_D.tga
- T_Human_N.tga