What is the best approach to decoupling naming schemes form the art asset pipeline?
This is my 3rd project as a TA and once again I am finding myself taking too much time to correct the names of things.
It would be nice if I could orgnaize a pipeline that simply doesn’t care what the artist names stuff
-but can still export successfully to the correct places and hook up the necessary data to implement the assets.
“Avoid naming scheme driven pipelines” is now at the top of my list of future project advice I will follow.
but I am not sure exactly what approach is best and what will serve my team the best.
I have little to no experience with things like SQL and data bases, but not afraid to learn is it’s a good investment.
I have Max script, C# and some python under my belt.
My basic concern is simply routing source file (.MAX, .TIF) output automatically to the correct export (.FBX, .MAT) location.
But also communicating to the engine (Unity ) the proper implementation of the assets (like connecting the right textures and shaders to the mesh).
Presumably you have to reference a file name at some point, so how do you ‘decouple’ that from the pipeline architechture?
There must be some sort of ‘switchboard’ tool for the data at some point ?