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naming texture bitmaps

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unitedkingdom
what is the best way to name the sheets . as i uv map and fill them up and apply to objects i dont actually know exactly what parts are going to be on a particular sheet so its hard to know what to name it until its full up. but i cant then change the name because it would mean re applying the bitmap to all the parts in the material editor in max. am i right in thinking changing the name would case a problem and mess up the file paths in the max file as would be looking for another name.

just wondered how the pros get around this

thanks
n
 
I tend to use names that're project specific. For example:

CJ1_ as a prefix to identify the project. In this case it is the CJ1 of course! ;)

Fuse_n for fuselage texture(s)
Wing_n for wing texture(s)
Wheel_n for landing gear texture(s)
Cockpit_n for virtual cockpit texture(s)
Cabin_n for virtual cabin textures(s)

_E as a pre-suffix for the Exterior textures
_C as a pre-suffix for the Interior textures

_spec suffix for Specular texture(s)
_bump suffix for Normal/Bump textures(s)

So, if I have a filenames such as:

CJ1_Fuse_1_E.dds
CJ1_Fuse_1_E_spec.dds
CJ1_Fuse_1_E_bump.dds
I know precisely what they are, and where they are used!

I also name the FS Material "CJ1_Fuse_1_E" as well just to keep things easier to keep track of...
 
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If you typically mix up your objects (fuselage, wings, etc.), then the simplest way to deal with this is use Bill's naming strategy without specific part names included - just number them:

CJ1_1_E.bmp
CJ1_2_E.bmp
etc.

Hope this helps,
 
Thanks, Tom. I've done several projects that way myself. Actually, I was sent the models already UVW mapped, but renamed the textures when I created the FSX Materials for them.

The main point though is that one should develop a logical system, then use it consistently.

If nothing else, adding a project identifier as a prefix should be the absolute minimum!

How many modelers have used the same filename "fuselage.bmp" do you suppose? :banghead:
 
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