UE4 Support, naming convention for Assets etc.
Hi, I'm new here and I'm wondering why all the game based tutorials offered here are mostly recommending/dealing with the Unity Engine but not the Unreal Engine or Godot etc. In this case I would like to see some more options within the tutorials so that I'm not determined to only one game engine.
Is there any tutorial that teaches me what I have to note if I want to create assets which can be used in both engines?
What I already know is that both engines do use a different API (Unity/Blender = OpenGL, UE4 = DirectX) and that I would have to bake the texture sets differently for each API.
I also would like to get teached in how to optimally organize and name the asset folders/assets/textures/materials etc. if I want to use different LODs (e.g. 4 LODs) or if I want to have multiple texture sets for one asset.
Should I use namings/suffixes/prefixes etc. like e.g. sm_asset_1_new_lod0, t_asset_1_used_a_lod0_base, m_asset_1_used_a_color_1 or is there a more efficient way and how should I achieve this when I use high- and low poly meshes for texturing/baking them within Substance Painter?