Add 1f. Environment Textures for 3D Assets
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1f.-Environment-Textures-for-3D-Assets.md
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1f.-Environment-Textures-for-3D-Assets.md
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# Environment Textures for 3D Assets
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This page covers 2D textures used on NETFISHING terrain, cliffs, paths, buildings, and other 3D environment assets.
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Environment textures should support the low-poly forms rather than simulate realistic materials.
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## Visual direction
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Textures should be:
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- Low resolution
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- Palette limited
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- Graphic
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- Slightly irregular
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- Easy to tile
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- Readable from the gameplay camera
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- Compatible with chunky low-poly geometry
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The reference environment uses:
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- Olive grass with large angular value patches
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- Dark brown and reddish cliff faces
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- Sparse irregular marks
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- Denser patterning near some edges
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- Little or no realistic surface detail
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- Hard color transitions
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- No photographic noise
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## Texture role
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A texture should add:
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- Color variation
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- Material identity
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- Controlled pattern
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- Directional interest
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- Visual breakup on broad surfaces
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It should not:
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- Hide poor geometry
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- Simulate every small bump
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- Overpower the model silhouette
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- Introduce realistic detail inconsistent with the world
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- Create excessive visual noise
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## Suggested sizes
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Typical tile sizes:
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- 64 × 64
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- 128 × 128
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- 256 × 256
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Use the lowest resolution that supports the intended pattern.
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Large terrain areas may still use a small repeating texture.
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Do not default to 2048 × 2048 or 4096 × 4096 textures.
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## Tiling
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A tileable texture must repeat cleanly on all intended edges.
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Check:
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- Left to right
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- Top to bottom
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- Four-way repetition
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- Large repeated surface
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- Different UV scales
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Avoid obvious single central features that create a visible grid when repeated.
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Some repeated motifs are acceptable in a stylized game, but they should not dominate the scene.
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## Pattern scale
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Pattern elements should be large enough to remain visible but not so large that every repeated tile becomes obvious.
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For grass:
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- Use broad angular patches
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- Use nearby olive and moss values
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- Keep bright flowers or accents separate as props where possible
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- Avoid drawing individual grass blades across the entire texture
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For soil and cliffs:
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- Use broad reddish-brown shapes
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- Add sparse darker marks
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- Use edge or base patterning deliberately
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- Avoid realistic stone photographs
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For paths:
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- Use subtle value shifts
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- Use broad directional shapes
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- Avoid tiny pebbles everywhere
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- Keep the route visually distinct from grass
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For wood:
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- Use a few broad grain marks
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- Keep plank shape primarily in geometry
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- Avoid dense realistic grain
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For sand:
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- Use warm tan values
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- Add subtle large patches
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- Avoid noisy individual grains
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## Texture orientation
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Some textures may require a clear orientation.
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Examples:
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- Cliff face
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- Wood grain
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- Water-edge staining
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- Grass edge
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- Roof shingles
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The filename or documentation should indicate directional use.
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## Transparency
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Avoid transparency in ordinary opaque terrain textures.
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Use transparency only for assets designed for it, such as:
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- Foliage cards
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- Certain decals
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- Edge overlays
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Transparent textures require careful Godot testing because they can affect sorting and performance.
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## Mipmaps
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Environment textures viewed in 3D may need mipmaps to reduce shimmer at distance.
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Test both:
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- Close gameplay view
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- Distant camera view
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- Oblique angles
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- Camera movement
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Pixel art with mipmaps may soften at distance, but disabling mipmaps can create severe shimmering. Choose the setting that looks best in motion.
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UI icon import rules do not automatically apply to 3D environment textures.
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## Filtering
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Nearest-neighbor filtering preserves pixel structure but may shimmer on distant or angled 3D surfaces.
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Possible approaches include:
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- Nearest filtering with mipmaps
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- Nearest filtering without mipmaps for small close objects
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- Carefully tested linear filtering where the pixel structure still reads
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- Shader-based pixel or palette treatment later
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The issue should identify the intended material and viewing conditions.
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Do not assume one import setting is correct for every 3D texture.
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## UV guidance
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Textures should be tested on actual or representative geometry.
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Contributors should provide:
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- Intended tile scale
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- Example UV mapping
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- Preview on a simple mesh
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- Preview in Godot
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Avoid stretching a square texture across a very long surface without appropriate UV repetition.
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## Variants
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A useful environment set may include:
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- Base grass
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- Dark grass
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- Grass edge
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- Soil
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- Cliff
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- Path
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- Sand
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- Wood
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Do not create dozens of nearly identical variants without a clear use.
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## Seam and repetition test
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Before submission:
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1. Tile the texture at least 4 × 4.
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2. View it zoomed out.
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3. Look for visible seams.
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4. Look for repeated faces, symbols, or obvious central marks.
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5. Test it on angled geometry.
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6. Walk past it in Godot.
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## Deliverables
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Include:
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- Editable source
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- Exported PNG
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- Native dimensions
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- Palette
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- Tiling status
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- Intended material
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- Recommended UV scale
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- Import-setting notes
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- Tiled preview
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- Godot screenshot on representative geometry
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- Related issue number
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