You're overwhelmed with 3D assets for AR projects. How do you effectively categorize and organize them?
When faced with a deluge of 3D assets for AR projects, effective categorization and organization are key. Here are strategies to implement:
- Implement a consistent naming convention for quick identification and searchability.
- Use metadata tags to sort assets by type, project, or other relevant categories.
- Leverage digital asset management tools that allow for cloud storage and team collaboration.
How do you keep your 3D assets in check? Feel free to share your strategies.
You're overwhelmed with 3D assets for AR projects. How do you effectively categorize and organize them?
When faced with a deluge of 3D assets for AR projects, effective categorization and organization are key. Here are strategies to implement:
- Implement a consistent naming convention for quick identification and searchability.
- Use metadata tags to sort assets by type, project, or other relevant categories.
- Leverage digital asset management tools that allow for cloud storage and team collaboration.
How do you keep your 3D assets in check? Feel free to share your strategies.
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One way to that i implement and it is helpful is creating a hierarchical stucture of folders Project name(e.g.Modelds, Textures,Materials, Animation,Prefabs),and Use case(e.g. Characters, Environments, Props). Including thumbnail previews for easy visual identification of assets. I disagree with deep folder hierarchies and relay on robust search capabilities in tools like Unity and Blender. The use of meaningful file name make the assets easly searchable. For example, the use of keywords like AR_Box_Large_wood_LowPoly.fbx so searxh for "Box" or "LowPoly" surfaces the correct file instantly.
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What helps me is thinking how other person would use those after me. That way I can approach everything more critically and establish cohesive folders structure and naming conventions without hoping that I will understand it anyway. I rarely plan ahead specifics of those but keeping that mindset help me not to loose track of everything. In the long run it provides much smoother experience of either working with assets myself or handing those off to the client or collaborator. Hope this helps.
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Managing 3D assets for AR projects effectively is crucial to maintaining workflow efficiency. I prioritize using a consistent naming convention combined with metadata tagging to ensure assets are easily searchable and categorized by type, project, or usage context. Additionally, leveraging digital asset management tools with cloud storage and collaboration features helps streamline access for the team while maintaining version control. Regularly auditing and decluttering unused assets also keeps the repository optimized. This structured approach saves time and fosters productivity.
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É um desafio que muitos enfrentam, especialmente quando lidamos com projetos complexos de AR. Gostei das sugestões, pois acredito que pequenas ações, como a criação de uma nomenclatura consistente e o uso de tags, fazem toda a diferença no dia a dia. Além disso, adotar ferramentas de gerenciamento que promovem a colaboração em equipe pode transformar o fluxo de trabalho e poupar muito tempo. Aqui na minha experiência, percebi que envolver a equipe nesse processo de categorização ajuda bastante, pois cada membro pode contribuir com ideias para tornar o sistema ainda mais funcional. E vocês, têm outras dicas ou ferramentas favoritas que ajudam na organização?
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Mason jars. 3D assets by nature have volume. So you cannot put them in folders. They’re not flat. But mason jars have volume. A vacuum sealer with a jar attachment is especially good to add to the mix, to help combat bit-rot. A good set of rolling shelves like those from Metro will help keep the jars well organized and accessible at all times; for your designers and developers to pull from. Be careful of proprietary formats such as FBX, as they may not be long term compatible with the mouth size and threads of your jars and lids. It’s best to convert to an open format such as obj before inserting 3D Assets into jars.
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