Revision Difference
Importing_and_creating_assets#548351
<cat>Dev.Projects</cat>
<title>Importing and Creating Assets</title>
# Creating Assets
Creating a new asset is identical for all asset types:
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
<upload src="aa125/8dad93673c26542.png" size="20234" name="image.png" />
3. Name your asset
4. Double click your new asset in order to open it.
# Importing Assets
Here's how you can quickly import existing files - like **fbx**, **png**, or **wav** files - and create assets from them.
## Models
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.
<upload src="aa125/8dad935ac8fa90f.png" size="18396" name="image.png" />
<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>
For more information on models, please refer to [this page](Guide_to_Models).
## Materials
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:
| 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 |
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" />
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**.
For more information on materials, please refer to [this page](guide_to_materials).
## Sounds
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.⤶
<upload src="aa125/8dad93ded3355cd.png" size="13965" name="image.png" />⤶
⤶
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).
For more information on sound events, please refer to [this page](Guide_to_Sounds).