When you start coding, you may want to load sample models to test a scene or interaction. Since your own artwork is most likely not ready yet, you typically use free models or mock-ups. Now it's time to decide on a directory structure for your assets:
Create subdirectories under
assets/Textures/
. Keep original models, their textures, and materials together!Create parallel subdirectories for
.j3o
models underassets/Models/
.
For example, in a racing game, you would prepare the following for your car models:
assets/Textures/Vehicles/Cars/
forferrari.obj
andporsche.obj
—including material and texturesassets/Models/Vehicles/Cars/
forferrari.j3o
andporsche.j3o
Or in a shooter, you would prepare the following directories for your monster NPCs:
assets/Textures/NPCs/Monsters/
forgremlin.mesh.xml/
andorc.mesh.xml
—including material and texturesassets/Models/NPCs/Monsters/
forgremlin.j3o
andorc.j3o
Create some mock-ups, convert them, and try to load...