How you name your objects is important. software programs can be finicky about how files and models are named, and the files may not import properly if named incorrectly. While all programs have specific naming requirements, we'll take look at some of the more common naming conventions and discuss some of the things you want to consider when developing your own naming conventions.
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- [Voiceover] When working with modular models…the names of the objects will matter.…Game engines and software in general can be picky…about the file names that you're importing into them.…Here are a few basic rules I use…to make the naming convention work for my models.…First of all here's the scene that I've developed…these are the different assets…that I will be using in my final scene.…And it may look pretty sparse, there really…aren't a lot of models that make up the final scene.…But how we name these models is gonna matter…from this point forward.…
We might be copying these models, flipping them,…rotating them, making numerous copies of 'em.…Well those copies are going to carry the naming convention…with them so what might be called floor_01…with them so what might be called floor_01…will become floor_002, 03, 04, 05…will become floor_002, 03, 04, 05…and so forth as we move along so we wanna make sure…that we name them at this point…when there's only one copy of 'em…instead of when there are 50 copies of them.…
He first introduces the modular pipeline in Max and the basics of making modular models. Then Christian shows how to ensure your texture maps align to the grid, and places objects in the scene to build the complex final structure—an ornate castle—shown at the end of the course. With a little patience, attention to detail, and the skills learned in this class, you can create design kits that speed up development and result in more realistic and immersive game environments.
- Setting up the workspace, units, and grid
- Modeling the main walls
- Working with back-facing polygons
- Creating base objects
- Building modular elements
- UX mapping modular meshes
- Changing materials