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Asset Directory

Here you will find information on where we store asset data, both published and wip files.

Assets

The /asset directory is where we will maintain all published and wip files. The asset directory will start with the following default directories.

  • character: for humans, animals, robot overlords, etc.
  • environment: for cities, mountains, buildings, etc.
  • prop: for weapons, toys, plates, cups and saucers, etc.
  • vehicle: for cars, planes, trains, etc.
  • light: this will be for individual lights and 360 spherical maps
  • template: this will be for template scenes for turntables and anything similar

For more complex projects, we may add additional asset sub-directories. For example, we may add the following sub-directories to vehicles: boats, cars, planes.

Each asset will have its own directory (for example …/asset/character/yuki/ or …/asset/environment/japaneseShrine/) and be broken into two main stems of data (as mentioned above):

  • published: this will contain all published files which will be passed down the pipeline to other departments.
  • wip: this will contain user work-in-progress files. These files should not be passed down the pipeline.


Asset WIP Data

For WIP (work-in-progress) asset-based data, we’ve created a series of application directories. Each application directory is essentially a project, so you can set these as the active project in Maya, Houdini, Nuke, etc. We’ve tried to include the usual motley crew of applications but if an application directory is missing, give us a shout šŸ˜‰

In order to reduce the chance of overwriting other artist files, we’d like you to create a user directory within the relevant scene file directory. For example, if you are working in Maya, under the /scenes directory, you should create a user folder and save your wip files within that folder.

/asset/yuki/wip/maya/scenes/jahirul_amin/EOT_character_yuki_model_prim_lod1_v001_r001_blocking.mb

…or if you were creating a costume rig in Houdini, you would create a user folder under the /hip directory, like so:

/asset/yuki/wip/houdini/hip/jahirul_amin/EOT_character_yuki_techrig_costume_lod1_v001_r001_test.hip

In regards to naming your wip asset files, please refer to the following doc: Assets WIP File Naming Conventions


Asset Published Data

For each asset-based department, we’ll be publishing the data into the following directories:

  • scene : here we will maintain the scene file used for publishing. This is a backup file if we need to go back to fix anything.
  • data: for scene file data that will be pushed down the pipeline (ma, usd, obj, abc, etc.).
  • viewables: for images and movies to accompany the data which will also be submitted for review (jpg, mov, etc.).
  • feedback: this directory is where you’ll find all the feedback notes for the version.

In regards to naming your published asset files, please refer to the following doc: Assets Published File Naming Conventions

The (very long) diagram below gives a breakdown of all the asset stages and how published data will be managed on-disk. Keep scrolling down and you’ll find a more detailed breakdown of each stage (modelling, surfacing, rigging, etc.).

 


Here is a breakdown of the asset data/viewable paths per department or task:

Reference

The /published/reference directory is for all published reference. This directory contains two main folders:

  • client: Any reference data that has been directly provided via the client and without modification, should go here
  • processed: Any reference data that has been modified, graded, undistorted, etc. by an artist, should go here

…/reference/client

The file path for published /client scene, data, viewables and feedback is as follows:

…/asset/<assetType>/<assetName>/published/reference/client/<description>/<version>/scene/

…/asset/<assetType>/<assetName>/published/reference/client/<description>/<version>/data/

…/asset/<assetType>/<assetName>/published/reference/client/<description>/<version>/viewables/

…/asset/<assetType>/<assetName>/published/reference/client/<description>/<version>/feedback/

…/reference/processed

The file path for published /processed scene, data, viewables and feedback is as follows:

…/asset/<assetType>/<assetName>/published/reference/processed/<description>/<version>/scene/

…/asset/<assetType>/<assetName>/published/reference/processed/<description>/<version>/data/

…/asset/<assetType>/<assetName>/published/reference/processed/<description>/<version>/viewables/

…/asset/<assetType>/<assetName>/published/reference/processed/<description>/<version>/feedback/

 

Please note the inclusion of the <description> directory (which will also be included in the file name). This is to allow a manual token to be added to give a clear description as to what the reference is. For example it could reference images for texturing, photogrammetry images, or a rigging range of motion movie file.


Concept

The /published/concept directory is for all published concept art (2d and 3d). This directory contains two main folders:

  • art: for all 2d concept artwork for the asset
  • sculpt: for all 3d concept sculpts for the asset

…/concept/art

The file path for published /art scene, data, viewables and feedback is as follows:

…/asset/<assetType>/<assetName>/published/concept/art/<variant>/<version>/scene/

…/asset/<assetType>/<assetName>/published/concept/art/<variant>/<version>/data/

…/asset/<assetType>/<assetName>/published/concept/art/<variant>/<version>/viewables/

…/concept/sculpt

The file path for published /sculpt scene, data, viewables and feedback is as follows:

…/asset/<assetType>/<assetName>/published/concept/sculpt/<variant>/<version>/scene/

…/asset/<assetType>/<assetName>/published/concept/sculpt/<variant>/<version>/data/

…/asset/<assetType>/<assetName>/published/concept/sculpt/<variant>/<version>/viewables/

 

Please note the inclusion of the <variant> directory (which will also be included in the file name). This will be a pre-defined token (set by the asset supervisor) to give a clear description of the variant of the asset. For example, the asset could require multiple states of damage.


Model

The /published/model directory is for all published geometry. This directory contains three main folders:

  • prim: for all render meshes. These meshes should have suitable topology for deformation, rigging and FX, and should also include UVs
  • scan: for all scan data that will be output from applications such as Reality Capture and Metashape.
  • sculpt: for sculpt data that will be created with applications such as ZBrush and Mudbox. Displacement and Normal maps will be extracted from these files.

…/model/prim

The file path for published /prim scene, data, viewables and feedback is as follows:

…/asset/<assetType>/<assetName>/published/model/prim/<variant>/<lod#>/<version>/scene/

…/asset/<assetType>/<assetName>/published/model/prim/<variant>/<lod#>/<version>/data/

…/asset/<assetType>/<assetName>/published/model/prim/<variant>/<lod#>/<version>/viewables/

…/asset/<assetType>/<assetName>/published/model/prim/<variant>/<lod#>/<version>/feedback/

…/model/scan

The file path for published /scan scene, data, viewables and feedback is as follows:

…/asset/<assetType>/<assetName>/published/model/scan/<variant>/<lod#>/<version>/scene/

…/asset/<assetType>/<assetName>/published/model/scan/<variant>/<lod#>/<version>/data/

…/asset/<assetType>/<assetName>/published/model/scan/<variant>/<lod#>/<version>/viewables/

…/asset/<assetType>/<assetName>/published/model/scan/<variant>/<lod#>/<version>/feedback/

…/model/sculpt

The file path for published /sculpt scene, data, viewables and feedback is as follows:

…/asset/<assetType>/<assetName>/published/model/sculpt/<variant>/<lod#>/<version>/scene/

…/asset/<assetType>/<assetName>/published/model/sculpt/<variant>/<lod#>/<version>/data/

…/asset/<assetType>/<assetName>/published/model/sculpt/<variant>/<lod#>/<version>/viewables/

…/asset/<assetType>/<assetName>/published/model/sculpt/<variant>/<lod#>/<version>/feedback/

 

Please note the inclusion of the <variant> directory (which will also be included in the file name). This will be a pre-defined token (set by the asset supervisor) to give a clear description of the variant of the asset. For example, the asset could require multiple states of damage.

Also note the inclusion of the <lod> directory (which will also be included in the file name). You will need to ensure you publish your model LODs correctly and at the approved resolution to ensure the USD packages which will reference the data can be set up without any issues. Prim, scan and sculpt data can all have a number of LODs.


Surface

The /published/surface directory is for all published files related to surfacing. This directory contains three main folders:

  • texture: for all texture maps. These maps will then be picked up in Look Development
  • lookdev: for all shader related files.
  • groom: for groom related data sets for hair and feather creation.

…/surface/texture

The file path for published /texture scene, data, viewables and feedback is as follows:

…/asset/<assetType>/<assetName>/published/surface/texture/<variant>/<lod#>/<version>/scene/

…/asset/<assetType>/<assetName>/published/surface/texture/<variant>/<lod#>/<version>/data/

…/asset/<assetType>/<assetName>/published/surface/texture/<variant>/<lod#>/<version>/viewables/

…/asset/<assetType>/<assetName>/published/surface/texture/<variant>/<lod#>/<version>/feedback/

…/surface/lookdev

The file path for published /lookdev scene, data, viewables and feedback is as follows:

…/asset/<assetType>/<assetName>/published/surface/lookdev/<variant>/<lod#>/<version>/scene/

…/asset/<assetType>/<assetName>/published/surface/lookdev/<variant>/<lod#>/<version>/data/

…/asset/<assetType>/<assetName>/published/surface/lookdev/<variant>/<lod#>/<version>/viewables/

…/asset/<assetType>/<assetName>/published/surface/lookdev/<variant>/<lod#>/<version>/scenes/

…/surface/groom

The file path for published /groom scene, data, viewables and feedback is as follows:

…/asset/<assetType>/<assetName>/published/surface/groom/<variant>/<lod#>/<version>/scene/

…/asset/<assetType>/<assetName>/published/surface/groom/<variant>/<lod#>/<version>/data/

…/asset/<assetType>/<assetName>/published/surface/groom/<variant>/<lod#>/<version>/viewables/

…/asset/<assetType>/<assetName>/published/surface/groom/<variant>/<lod#>/<version>/scenes/

 

Please note the inclusion of the <variant> directory (which will also be included in the file name). This will be a pre-defined token (set by the asset supervisor) to give a clear description of the variant of the asset. For example, the asset could require multiple states of damage.

Also note the inclusion of the <lod> directory (which will also be included in the file name). You will need to ensure you publish your surface LODs correctly in order that the USD packages which will reference the data can be set up without any issues.


Rig

The /published/rig directory is for all published files related to the performance rigs (animation and mocap). This directory contains two main folders:

  • anim: for all animation rig related data files and viewables.
  • mocap: for all mocap rig related data files and viewables.

…/rig/anim

The file path for published /anim scene, data, viewables and feedback is as follows:

…/asset/<assetType>/<assetName>/published/rig/anim/<variant>/<lod#>/<version>/scene/

…/asset/<assetType>/<assetName>/published/rig/anim/<variant>/<lod#>/<version>/data/

…/asset/<assetType>/<assetName>/published/rig/anim/<variant>/<lod#>/<version>/viewables/

…/asset/<assetType>/<assetName>/published/rig/anim/<variant>/<lod#>/<version>/scenes/

…/rig/mocap

The file path for published /mocap scene, data, viewables and feedback is as follows:

…/asset/<assetType>/<assetName>/published/rig/mocap/<variant>/<lod#>/<version>/scene/

…/asset/<assetType>/<assetName>/published/rig/mocap/<variant>/<lod#>/<version>/data/

…/asset/<assetType>/<assetName>/published/rig/mocap/<variant>/<lod#>/<version>/viewables/

…/asset/<assetType>/<assetName>/published/rig/mocap/<variant>/<lod#>/<version>/scenes/

 

Please note the inclusion of the <variant> directory (which will also be included in the file name). This will be a pre-defined token (set by the asset supervisor) to give a clear description of the variant of the asset. For example, the asset could require multiple states of damage.

Also note the inclusion of the <lod> directory (which will also be included in the file name). You will need to ensure you publish your rig LODs correctly to in order that the USD packages which will reference the data can be set up without any issues.


Tech Rig

The /published/techrig directory is for all published files related to surfacing. This directory contains three main folders:

  • costume: for all texture maps. These maps will then be picked up in Look Development
  • hair: for all shader related files.
  • muscle: for groom related data sets for hair and feather creation.

…/techrig/costume

The file path for published /costumeĀ  scene, data, viewables and feedback is as follows:

…/asset/<assetType>/<assetName>/published/techrig/costume/<variant>/<lod#>/<version>/scene/

…/asset/<assetType>/<assetName>/published/techrig/costume/<variant>/<lod#>/<version>/data/

…/asset/<assetType>/<assetName>/published/techrig/costume/<variant>/<lod#>/<version>/viewables/

…/asset/<assetType>/<assetName>/published/techrig/costume/<variant>/<lod#>/<version>/scenes/

…/techrig/hair

The file path for published /hairĀ  scene, data, viewables and feedback is as follows:

…/asset/<assetType>/<assetName>/published/techrig/hair/<variant>/<lod#>/<version>/scene/

…/asset/<assetType>/<assetName>/published/techrig/hair/<variant>/<lod#>/<version>/data/

…/asset/<assetType>/<assetName>/published/techrig/hair/<variant>/<lod#>/<version>/viewables/

…/asset/<assetType>/<assetName>/published/techrig/hair/<variant>/<lod#>/<version>/scenes/

…/techrig/muscle

The file path for published /muscle scene, data, viewables and feedback is as follows:

…/asset/<assetType>/<assetName>/published/techrig/muscle/<variant>/<lod#>/<version>/scene/

…/asset/<assetType>/<assetName>/published/techrig/muscle/<variant>/<lod#>/<version>/data/

…/asset/<assetType>/<assetName>/published/techrig/muscle/<variant>/<lod#>/<version>/viewables/

…/asset/<assetType>/<assetName>/published/techrig/muscle/<variant>/<lod#>/<version>/scenes/

 

Please note the inclusion of the <variant> directory (which will also be included in the file name). This will be a pre-defined token (set by the asset supervisor) to give a clear description of the variant of the asset. For example, the asset could require multiple states of damage.

Also note the inclusion of the <lod> directory (which will also be included in the file name). You will need to ensure you publish your techrig LODs correctly inorder that the USD packages which will reference the data can be set up without any issues.


USD

The /published/usd directory is for all published files related to surfacing. This directory contains two main folders:

  • compound: the referenced elements of a variant (model/prim, rig/anim, etc.). All LODs for the variant should be referenced.
  • package: the referenced variant compounds (default, damaged, etc.)

…/usd/compound

The file path for published /compoundĀ  scene, data, viewables and feedback is as follows:

…/asset/<assetType>/<assetName>/published/usd/compound/<variant>/<lod#>/<version>/scene/

…/asset/<assetType>/<assetName>/published/usd/compound/<variant>/<lod#>/<version>/data/

…/asset/<assetType>/<assetName>/published/usd/compound/<variant>/<lod#>/<version>/viewables/

…/asset/<assetType>/<assetName>/published/usd/compound/<variant>/<lod#>/<version>/scenes/

…/usd/package

The file path for published /packageĀ  scene, data, viewables and feedback is as follows:

…/asset/<assetType>/<assetName>/published/usd/package/<version>/scene/

…/asset/<assetType>/<assetName>/published/usd/package/<version>/data/

…/asset/<assetType>/<assetName>/published/usd/package/<version>/feedback/

 

Please note the inclusion of the <variant> directory (which will also be included in the file name for compounds). This will be a pre-defined token (set by the asset supervisor) to give a clear description of the variant of the asset. For example, the asset could require multiple states of damage. The package file will not contain any <variant> in the name as it will be pulling in all the variant compounds.

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