How to setup your project
In this section you will find information about AnotheReality guidelines, such as:
- How to organize folders and assets inside the project
- How to name files following the naming convention.
Files hierarchy
For each asset is required a folder which contains:
- The .FBX/.OBJ model
- Its textures and maps
- Its materials
The folder must be named with the asset name (e.g., If there is an asset with a chair and a table that share the same maps, you will create a parent folder named “ChairTable” and it has to contain the .FBX/.OBJ with both objects, the maps and the materials).
The files has to follow AnotheReality naming convention.
Naming convention
Here are the naming convention guidelines that have to be followed:
- The .FBX/.OBJ models must be named following the Pascal case convention (e.g., ChairTable)
- The texture files must be named with this rule: a prefix “T_” + “AssetName_” + “MapsTypes” (e.g., T_ChairTable_ColorSmoothness)
- The materials must be named with this rule: a prefix “M_” + “AssetName” (e.g., M_ChairTable)