To maintain a clean, automated, and predictable pipeline, all assets must adhere strictly to our lookdev and material naming standards. Consistency is critical for our automated publishing tools, lookdev transfer scripts, and engine import pipelines.
This specification serves as the foundational bridge between asset-creation tools (Maya/Houdini) and our texturing suite (Substance Painter). By organizing material networks correctly at the source, we establish dependencies that automate texture baking, material assignment, and layout visibility.
Every material network requires two primary nodes to be named according to the asset or material prefix:
[name]_MTL[name]_SG⚠️ Critical Requirement: The prefix for both the material and its corresponding shading group must match exactly. Do not use different descriptive names for the material and its shading group.
_MTL): The material node holds the surface attributes (e.g., Standard Surface, Arnold AI Standard Surface, Houdini VOP networks).
_MTL (Strictly Uppercase)[name]_MTLiron_MTL, carPaintRed_MTL, characterSkin_MTL_SG): The shading group (or shading engine) node handles the object assignment and connects the displacement, volume, and surface shaders.
_SG (Strictly Uppercase)[name]_SGiron_SG, carPaintRed_SG, characterSkin_SGWhen viewing your shading network in your DCC's Node Editor, Hypergraph, or Outliner, the visual and physical mapping relationship must align like this:
| Material Node (_MTL) | Shading Group Node (_SG) | Target Geometry Group |
|---|---|---|
gold_MTL |
➔ gold_SG |
➔ pSphere_gold |
glassTinted_MTL |
➔ glassTinted_SG |
➔ window_geo |
tireRubber_MTL |
➔ tireRubber_SG |
➔ wheel_L_geo |
Complex assets requiring multiple texture tiles (UDIMs) or lookdev variations use the material group structure to scale cleanly without breaking downstream asset dependencies.
If an asset has multiple material variations (e.g., a character with a "Clean" and a "Muddy" version), the Material Group name is inserted directly before the standard suffix.
[AssetName]_[MaterialGroup]_[SubMaterial]_MTL