Revision Difference
Importing_and_creating_assets#548340
<cat>Dev.Projects</cat>⤶
<title>Importing and Creating Assets</title>⤶
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# Creating Assets⤶
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Creating a new asset is identical for all asset types:⤶
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1. Right click on an empty area in the **Assets Browser**⤶
2. Click **New X..** where X is the asset type you want to make⤶
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<upload src="aa125/8dad93673c26542.png" size="20234" name="image.png" />⤶
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3. Name your asset⤶
4. Double click your new asset in order to open it.⤶
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# Importing Assets⤶
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Here's how you can quickly import existing files - like **fbx**, **png**, or **wav** files - and create assets from them.⤶
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## Models⤶
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1. Take an **.fbx** or **.dmx** file, throw it into your addon directory. The **models** folder is a good place for these.⤶
2. In the **Assets Browser**, right click on your source file and click **Create model**. This will open ModelDoc with a render mesh and a default material group prepared for you.⤶
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<upload src="aa125/8dad935ac8fa90f.png" size="18396" name="image.png" />⤶
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<note>⤶
In order to see your model, you'll need to save and compile your asset.⤶
You can do that by clicking the **Needs Compiling** button on the right.⤶
<upload src="aa125/8dad935cbd7d78b.png" size="4056" name="image.png" />⤶
</note>⤶
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For more information on models, please refer to [this page](ModelDoc_FAQ).⤶
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## Materials⤶
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1. Take your textures, throw them into your addon directory. The **materials** folder is a good place for these.⤶
2. Make sure your textures follow the following naming conventions:⤶
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| Texture type | name |⤶
| ---------------- |:----------------:|⤶
| base color / diffuse / albedo | name_color |⤶
| texture mask | name_mask |⤶
| normal map | name_normal |⤶
| roughness / glossiness map | name_rough |⤶
| metallic map | name_metal |⤶
| ambient occlusion map | name_ao |⤶
| blend mask | name_blend |⤶
| height map | name_height |⤶
| transparency / translucency / opacity map| name_trans |⤶
| self illumination / emissive map| name_selfillum |⤶
| freedom of motion map | name_freedom |⤶
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3. Right click one of the textures (can be any one), and click **Create material**.⤶
<upload src="aa125/8dad93619275325.png" size="31864" name="image.png" />⤶
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4. Name your material.⤶
5. This will create a material with all the relevant texture slots filled & all the relevant properties checked for you. You can double-click on the material in order to open it in the **Material Editor**.⤶
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For more information on materials, please refer to [this page](guide_to_making_materials).⤶
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## Sounds⤶
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1. Take your sound, throw it into your addon directory. The **sounds** folder is a good place for these.⤶
2. Right click on your sound and click **Create Sound Event**.⤶
3. Name your sound event.⤶
4. This will create a sound event with the source sound property filled for you. You can click on the sound to view it in the inspector and change properties such as **volume**, **pitch**, and **decibels** (range), as well as whether the sound is **UI** (2D).⤶
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For more information on sound events, please refer to [this page](Creating_Sounds).