# Asset Files - Internal Naming

#### **Top level: AssetName\_COLLECTION**

#### **Sublevels: Assetname\_Collection**

[![image.png](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/scaled-1680-/i0Iimage.png)](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/i0Iimage.png)

##### Rules:

- No Spaces, use PascalCase to denote word separations
- Keep asset names simple yet unique
- Collections and Objects should always start with the full AssetName
- No special characters like +=#^\*&amp;^$()?!
- Underscores '\_' separate items
- Dots '.' denote L/R and alternate versions

[![image.png](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/scaled-1680-/iNsimage.png)](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/iNsimage.png)

[![image.png](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/scaled-1680-/m6Mimage.png)](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/m6Mimage.png)

- \_ALLCAPS denote collections that are controlled or created by scripts 
    - For anime, the \_EYES collection and \_FRINGE collection typically receive \_ALLCAPS

[![image.png](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/scaled-1680-/P2uimage.png)](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/P2uimage.png)

- Suffixing a collection with "\_VLH" or "\_VLS" will signal to the renderer that this collection should be rendered on it's own pass 
    - \_VLS = View Layer Solo - will render the collection with no occlusion
    - \_VLH = View Layer Holdout - will render the collection with occlusion
- Any object that should not be part of the Asset should be placed inside a \[WORKING\] collection outside of the \_MASTER collection and properly versioned. 
    - The user may make as many additional collections in the \[WORKING\] collection as they wish.

[![image.png](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/scaled-1680-/3SWimage.png)](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/3SWimage.png)

##### Asset File Collections:

- PROXY = Contains only geometry for the Asset's animation proxy. This collection will always be turned off for final renders.
- GEO = Contains the final full-resolution mesh for an Asset
- RIG = Contains the rig for an Asset
- UTL = Utility collection. Contains Empties for FX or Shaders, Widgets for rigging, and extra objects. Typically is excluded from view in all steps.
- LGT = Lighting collection. Lights that must belong to a specific asset go here. 
    - For anime, character "Sun" lights should always be named AssetName\_Subject\_Sun
    - ex: Yoko\_Face\_Sun; Yoko\_Body\_Sun

##### What we call things:

- Fringe = This part of the hair

[![image.png](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/scaled-1680-/dOLimage.png)](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/dOLimage.png)

- Lineart = Lineart made with Geometry
- Fullbody = A character's base mesh or full body mesh. Usually not including the head or face.

[![image.png](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/scaled-1680-/odMimage.png)](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/odMimage.png)

- Iris = The colored part of the eye
- Sclera = The white part of the eye
- Eyelight = The highlight, specular, or reflection on the eye. Usually its own mesh and object.
- EyelidCrease = The line above the eyelashes and between the eyebrows.

[![image.png](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/scaled-1680-/vODimage.png)](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/vODimage.png)