Paul's (PCAS1986) Trainz Blog
Substance Painter and CNJ840 - Getting organised
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, February 4th, 2018 at 12:51 AM (2275 Views)
Why be organised?
Most model makers will tell you that good organisation is essential for creating and managing your models. For a simple model you can probably get away with a single project folder but for complex assets such as traincars you need organisation such as a standard folder layout.
Modelers that use products such as 3DS Max and Maya will know that those products use a standard structure for your model including scenes and images. Blender doesn't do that and I suggest it is a weakness that can cause problems. I believe that Blender 2.80 may be moving towards some kind of project structure. However, you can always set up your own.
A Simple Project
For a simple Blender project I would suggest something like this as a template:
Code:root project folder with a meaningful name Models folder Version 0 (i.e. first release version) Blend files. Materials Version 0 Images that have have been used in the construction of materials. Images that have been baked, etc. I suggest storing Substance Painter project files in this folder. GameReady-export kuid:xxx:xxxxx All the data required for export to Trainz. You will need to copy FBX files and textures from the relevant dev folders. Information All the information you collected to help you build your model. Might include photos, lists of references, drawings, etc.
If you release updates then you simply add another version folder as you see fit. Keeping your project data like this makes it very easy to back up everything in one action. If you like to keep old versions of Blender files, as I do, then simply add an appropriately named folder in the models->version folder.
A Complex Project
For a project such as this I suggest something like the following. This is the project layout I intend using for this project.
A Final WordCode:CNJ 840 Project Loco Body Models folder Version 0 (i.e. first release version) Blend files. Materials Version 0 Images that have have been used in the construction of materials. Images that have been baked, etc. Substance Painter project files. GameReady-export kuid:186372:110113 All the data required for export to Trainz. You will need to copy FBX files and textures from the relevant dev folders. Information All the information you collected to help you build your model. Might include photos, lists of references, drawings, etc. Loco Cab Models folder Version 0 (i.e. first release version) Blend files. Materials Version 0 Images that have have been used in the construction of materials. Images that have been baked, etc. Substance Painter project files. GameReady-export kuid:186372:110114 All the data required for export to Trainz. You will need to copy FBX files and textures from the relevant dev folders. Information All the information you collected to help you build your model. Might include photos, lists of references, drawings, etc. Loco Bogie Models folder Version 0 (i.e. first release version) Blend files. Materials Version 0 Images that have have been used in the construction of materials. Images that have been baked, etc. Substance Painter project files. GameReady-export kuid:186372:110112 All the data required for export to Trainz. You will need to copy FBX files and textures from the relevant dev folders. Information All the information you collected to help you build your model. Might include photos, lists of references, drawings, etc. ...
This might look, and sound, a bit pedantic, but if you use a standard structure, even if some of the folders are empty, then you will always know where your files are located.
(Next - getting started with Substance Painter)