Asset Bundle - Base Meshes

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 the BaseAssetName of Bob.

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 use Bob as the BaseAssetName but include a recognizable Variant. An ‘Evil’ skin would be referred to as Bob_Evil and a ‘Retro’ skin would be referred to as Bob_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 as Flooring_Marble_01, Flooring_Maple_01, Flooring_Tile_Squares_01.

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