Asset-oriented approach. The asset should have its own directory where all related stuff is kept.
Root Path:
“HUVIS Dropbox\Projects\RBKAVT\assets\Avatarsystem\maya\assets\…”
Must have:
-
Master file (Maya scene that contains the asset)
-
‘init’ directory (this folder contains incoming stuff that takes part in the creation of the asset. E.g. Marvelous files, Substance Painter scenes, OBJs, etc.)
-
‘maps’ directory (contains final textures, with sub-directories depending on file types and resolution)
-
‘export’ directory (resulting FBX files)
Optional:
- ‘_temp’ directory (contains the intermediate files that you produce in the process. Can be deleted at any time without harm)
- folders with files by 3-rd party applications. For example, if you have some Substance Painter files, Zbrush scenes, CLO3D scenes, etc. that you consider worthy of keeping, please, store them in directories marked with application’s name.
Example 1.
Asset: Sweatshirt
- sweatshirt_001 (dir)
- sweatshirt_001.ma
- init (dir)
- sweatshirt_001.obj
- sweatshirt_001.mtl
- sweatshirt_001_normal.png (baked from CLO)
- export (dir)
- maps
- PNG (dir)
- 4k (dir)
- sweatshirt_001_albedo.png
- sweatshirt_001_normal.png
- sweatshirt_001_roughness.png
- 2k (dir)
- sweatshirt_001_albedo.png
- sweatshirt_001_normal.png
- sweatshirt_001_roughness.png
- SP (dir)
- CLO (dir)
- _temp (dir)
- sweatshirt_001_hiPoly_tex.fbx (temporary fbx file for texturing)
- arrow_pattern.png (some image file downloaded from the web)