They all look amazing! I really enjoyed seeing the refinement process on such high quality topology.
I wanted to pitch in, but only with a proposal to flip the name order, into “Head Realistic (Sculpt)” and “Head Stylized”. This would lead to much nicer default grouping, given alphabetical is always the default. Since the assets are already have tagged subcategories for stylized/realistic, the toggle for only seeing stylized assets is still right there.
For this specific bundle I’d agree that either order of naming is fine, but since this one bundle would set the precedent for future bundles I’d thought this point should be raised now? Because the naming rule for “Thing+Type+Variation” becomes, I’d argue, much more definitively the nicer way to go when organizing rock assets (Rock Sandstone Big 1), or brush assets.
It’s a naming style I’ve personally always used in different teams, this suggested style guide (for in this case Unreal) fleshed out the ideas:
BaseAssetName
should be determined by a short and easily recognizable name related to the context of this group of assets. For example, if you had a character named Bob, all of Bob’s assets would have theBaseAssetName
ofBob
.
For unique and specific variations of assets,
Variant
is either a short and easily recognizable name that represents logical grouping of assets that are a subset of an asset’s base name. For example, if Bob had multiple skins these skins should still useBob
as theBaseAssetName
but include a recognizableVariant
. An ‘Evil’ skin would be referred to asBob_Evil
and a ‘Retro’ skin would be referred to asBob_Retro
.
Depending on how your asset variants are made, you can chain together variant names. For example, if you are creating flooring assets for an Arch Viz project you should use the base name
Flooring
with chained variants such asFlooring_Marble_01
,Flooring_Maple_01
,Flooring_Tile_Squares_01
.