Naming conventions

Here we will have the strict naming conventions for art and code people!

 Name constraints 

1.Call a file with the most logical name. For example: if you are creating a sheep, call the file

Sheep.

2. Abbreviations may under NO CIRCUMSTANCES be used.

3. Use upper camel case (also referred to as Pascal case) which basically means separate words by using an upper case letter (see below).

4. Do not use spaces and hyphens.

5. If there is more specific information needed, write it after the name. For instance: SheepHappy, starting with the item that is connected with (in this case "Sheep")

6. Underscores are ONLY allowed for shaders and textures when a more detailed description is needed. Example: SheepHappy_Skin

7. Animation files must be named as: Model@AnimationType. For instance: SheepSad@Run, SheepHappy@Walk

8. Avoid using numbers for things that do not form a sequence. Example: It should be SheepHappy, SheepSad, SheepWhite, not Sheep0, Sheep1, Sheep2...

9. But if you have to use numbers, you must start from 0. For example: ButtonLeft0, ButtonLeft1, ButtonLeft2...

Maya settings

1. For all of the models should be used the same units.

2. Unity supports polygons, convert everything (no NURBS) and triangulate.

3. Objects should consist of as few meshes as possible for optimization.

4. The top group pivot point should be center,bottom.

5. Delete model history and freeze the model.

6. Check the scale of your asset.

7. Exporting in .fbx

8. Import into Unity and check if there are any issues.

Please free to add more as these are not all needed conventions.