When I’ve reached a decent composition in max in relation to the reference image and have authored UV’s for surfaces I’d like to mark static, I prep objects for export and bring into unity for initial light setup.
The only unique attribute is the orange color shift of the material. If a material for the aforementioned object needed a version with an orange tint in the albedo, I’d introduce a unique suffix after numeration labeled “_orange” That way material “int_wall_a_01_orange” still has the correlated texture maps and still gets applied to the same object.Material “int_wall_a_01” will be supported by textures that follow the exact convention, however, the suffix appends the type of material, I.E “_normal, _albedo, _ao” etc.The enumeration as a suffix is for object replication.Object “int_wall_a_01 will be given a material named exactly the same. Object “int_wall_a_01” details an interior placed wall dictated as style “a”.I adhere to a strict set of rules that guarantee objects will always have an associated material and texture maps in the engine, and any artist would be able to re-associate new maps/materials without having to go digging for assets. These days polycount’s don’t need to be as strict as they once were for real-time rendering.Īnother aspect of scene setup/blockout that often gets overlooked is object naming conventions. Additionally, introducing chamfers to sharp edges on meshes aids in reducing aliasing at runtime. When blocking larger objects such as the walls and stairs I try not to deviate too far from their primitive beginnings as I try to have texture and light define silhouette when working with the structural form.