The Pipeline

A considerable amount of ArtBnkr’s functionality relies on following specific pipeline conventions.

File naming conventions and file saving locations in particular.

Our DCC tools and ArtBnkr facilitate file creation, asset creation and publishing so that artists need not concern themselves with this and can focus on what they do best, making art!

Work and Publish

Generally Publish files are any that are outputted from a piece of software. Work files are the files used to create those outputted files.

Templates

Templates are created on a per project basis. They are located in the VFX/ASSETS/TOOLS/DCC-TEMPLATES This makes the templates available in shots.

What about tasks that are outside of VFX?

3D Models

Models can contain multiple pieces or objects which have a specific naming convention.

The models are at zeros in the scene and use real world measurements, facilitating simulation and consistant displacement values.

The format is: _sequential piece number_asset name_object name, minus spaces or special characters. e.g:

  • _001_Lobo_EyeBallL

  • _002_Lobo_EyeBallR

  • _003_Lobo_IrisL

  • _004_Lobo_IrisR

  • _005_Lobo_Body

The number of underscores is important.

Materials have the same name as their object.

Our Naming convention tools handle this. See Smart Naming in the Toolkit.

Textures

All textures use UDIM style naming even if there is just one tile/image file used.

For lighting/rendering we use exrs in ACEScg for ‘coloured’ items.

For animation rigs we use 8bit .jpgs

The texture file names use the object/material name, underscore, texture type, UDIM, file extension.

examples: _011_Lobo_Shirt_BaseColor.1001.jpg _001_Lobo_EyeBallL_EmissionColor.1001.exr

The texture types use the following names:

  • BaseColor

  • Bump

  • Displacement

  • EmissionColor

  • Metalness

  • Normal

  • SpecularRoughness

  • Transmission

Rigs