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Adding Assets
<cat>Dev.Projects</cat> <title>Adding 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**. <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).
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