Hey guys.
So for the last letter I want to give you a little insight on my cleaning up tool because basically
now you know everything to create all of this.
I went in there and polished some things up but you know all the essentials to do the very same and
create a little side hustle for you if you want to.
But most importantly really save a lot of time.
So what I have edit here is the possibility to look at specific folders so I can run the script on my
whole game folder at once but I can log some spots specific folders.
I don't want to touch you
fall to prefect part.
That's the very same here.
So you can define your prefixes in there that rename.
That's also the same.
Same goes for the textures with the linear color search pattern and the word outline.
Here you can see how you can create some folders sort of folder inside a folder inside the world outline
for the clean up.
I have added the possibility to target the specific classes on and off.
If I don't want to modify them at all and I can define the name of them so I don't need to just take
the class name but I can define my own names for everything and of course the unused assets and the
automatic mode here.
So nothing new in here.
And for the context menu aspect it's basically the same I've added For example the possibility to change
the prefixes directly in the first window that appears here and the way you do this is just you define
this as input variables at the beginning.
So it's not difficult it's just a little connection work here but I'm sure you will master this one
after watching this course
and you can already see this seems very familiar to the one we have created.
So another great topic is material creation.
I've created a whole new asset peg out of this one because it really saves a lot of time.
As you can see in the different textures if you import them you need to manually set the RTP values
for your masks like height.
I'm going to show you the classic way of doing this.
And depending on the amount of assets you have this can really take a lot of time.
So if you have a library with 200 different textures and you need to do this manually there goes days
of working time you can really spend better
and also don't change the speed here.
So you really get a feeling of what the script benefits you.
So first of all I had to create the material I needed to rename it depending on what it is I needed
to set the texture variables by hand.
And I need to do all of this before I actually can impart it into the material
once this is done I can go in there.
Import all of the missing textures.
Open it up move them around and connect them by hand.
So now we have our finished material and let's actually delete all the work we did here and I'm going
to show you the smart way of doing it.
Let's reset everything
and now if I run the script on all my end textures at once.
You can see a new material will be created.
The name will be correctly set for the material already the prefix applied.
You can see all nodes are in there and they are correctly connected and cleaned up in a in a nice tidy
way and also the sample type all the textures was automatically set to linear color and you can even
do this with packed textures.
So here have a packed texture where my immune occlusion my roughness and my metallic is in a separate
channel.
This looks something like this here and this is a quite normal workflow.
For example if you work with a substance design or substance painter you get those packed textures.
And here you can see the material was created.
Everything was connected the right way with only a single click and also the sampler type was set to
linear color.
And this will also work if the textures have a prefix.
So like in this example the T underscore neither the less it will create the right material a name for
this
and also there everything is connected the way it should be
and you can also do this on multiple assets at once.
For example I have like six different texture sets here.
I can run the script all at once and it will create the right materials with the right names with the
right textures with the right sample type all with a single click and if you have like 100 different
textures.
This can really save you days of working time
so let's use some of the other scripts we created in this Udemy course.
For example I can add my prefixes here with a single click
I can go in there and clean everything up
and just remember all of this was done with a few little scripts you have written in the last couple
of hours and I'm sure they will say a few hours days or even weeks in your upcoming career.
So I'm real excited what you will come up with and would love to get your feedback on how you will use
all of this.
Thanks for watching this course.
Have a great day.