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# NETFISHING Wiki
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NETFISHING is an early pre-alpha multiplayer fishing game built with Godot 4. The project currently includes fishing, catches, inventory, shops, upgrades, consumable supplies, local progression, and a temporary modular world.
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NETFISHING is an early pre-alpha multiplayer fishing game built with Godot 4.
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This wiki documents the project’s 3D art pipeline for contributors creating original, human-made assets in Blender and preparing them for Godot.
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The project currently includes fishing, catches, inventory, shops, upgrades, consumable supplies, persistent local progression, and a temporary modular world. Visual development is now underway, and contributors are welcome to help replace placeholder art with original human-made 2D and 3D assets.
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## 3D Art Contributor Pages
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## Contribute
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### [1. 3D Model Contributor Guide](https://forge.makearmy.io/asellite/netfishing/wiki/1.-3D-Model-Contributor-Guide)
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- [Browse open issues](https://forge.makearmy.io/asellite/netfishing/issues)
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- [Create a Forgejo account](https://forge.makearmy.io/user/sign_up)
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- [View the repository](https://forge.makearmy.io/asellite/netfishing)
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- [Download releases](https://forge.makearmy.io/asellite/netfishing/releases)
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Overview of the project’s visual direction, required deliverables, originality rules, and general expectations for 3D contributors.
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Look for issues labeled `art`, `2d-art`, `3d-model`, `environment`, `prop`, `good-first-issue`, or `help-wanted`.
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### [2. Blender Setup and Scale](https://forge.makearmy.io/asellite/netfishing/wiki/2.-Blender-Setup-and-Scale)
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Please read the relevant guide before starting, and ask on the issue if scale, dimensions, collision, animation, file format, or intended use are unclear.
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How to configure Blender units, understand scale, use reference objects, apply transforms, and verify asset dimensions in Godot.
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## 2D Art Guides
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### [3. Modeling and Naming Standards](https://forge.makearmy.io/asellite/netfishing/wiki/3.-Modeling-and-Naming-Standards)
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- [1. 2D Art Contributor Guide](https://forge.makearmy.io/asellite/netfishing/wiki/1.-2D-Art-Contributor-Guide)
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General 2D art direction, deliverables, originality rules, and contributor expectations.
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Geometry, topology, object naming, file naming, origins, pivots, shading, modular construction, and repository organization.
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- [1a. 2D Visual Style and Palette](https://forge.makearmy.io/asellite/netfishing/wiki/1a.-2D-Visual-Style-and-Palette)
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Palette, pixel treatment, outlines, shading, highlights, UI colors, and environment texture language.
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### [4. Terrain and Water](https://forge.makearmy.io/asellite/netfishing/wiki/4.-Terrain-and-Water)
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- [1b. Canvas Size, Pixel Scale, and File Formats](https://forge.makearmy.io/asellite/netfishing/wiki/1b.-Canvas-Size%2C-Pixel-Scale%2C-and-File-Formats)
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Suggested canvas sizes, nearest-neighbor scaling, transparency, PNG and SVG use, and Godot import basics.
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Guidelines for regional terrain meshes, shorelines, seabeds, water-level references, collision meshes, and separating Blender visuals from Godot gameplay systems.
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- [1c. Icons and Inventory Art](https://forge.makearmy.io/asellite/netfishing/wiki/1c.-Icons-and-Inventory-Art)
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Item icons, hotbar art, silhouettes, padding, color use, and small-size readability.
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### [5. Materials and Color](https://forge.makearmy.io/asellite/netfishing/wiki/5.-Materials-and-Color)
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- [1d. Fish, Creature, and Journal Art](https://forge.makearmy.io/asellite/netfishing/wiki/1d.-Fish%2C-Creature%2C-and-Journal-Art)
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Species silhouettes, anatomy simplification, thumbnails, journal illustrations, highlights, and transparency.
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The NETFISHING palette, simple material conventions, color hierarchy, texture restrictions, and Compatibility renderer requirements.
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- [1e. UI Panels, Buttons, and HUD Assets](https://forge.makearmy.io/asellite/netfishing/wiki/1e.-UI-Panels%2C-Buttons%2C-and-HUD-Assets)
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Rounded panels, buttons, tabs, prompts, nine-patch assets, progress elements, and Godot theme integration.
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### [6. Collision and GLB Export](https://forge.makearmy.io/asellite/netfishing/wiki/6.-Collision-and-GLB-Export)
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- [1f. Environment Textures for 3D Assets](https://forge.makearmy.io/asellite/netfishing/wiki/1f.-Environment-Textures-for-3D-Assets)
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Low-resolution tiling textures for terrain, cliffs, paths, wood, sand, and other 3D surfaces.
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How to create simplified collision, prepare models for export, use GLB/glTF settings, and validate imported assets in Godot.
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- [1g. 2D Export, Naming, and Godot Import](https://forge.makearmy.io/asellite/netfishing/wiki/1g.-2D-Export%2C-Naming%2C-and-Godot-Import)
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Naming rules, export preparation, sprite sheets, texture settings, and in-game validation.
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### [7. Contributor Submission Checklist](https://forge.makearmy.io/asellite/netfishing/wiki/7.-Contributor-Submission-Checklist)
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- [1h. 2D Contributor Submission Checklist](https://forge.makearmy.io/asellite/netfishing/wiki/1h.-2D-Contributor-Submission-Checklist)
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Final checklist for source files, exports, screenshots, dimensions, palettes, import notes, and pull requests.
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Required files, screenshots, documentation, pull-request details, licensing checks, and the final checklist to complete before submitting an asset.
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## 3D Art Guides
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## Quick Start
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- [2. 3D Model Contributor Guide](https://forge.makearmy.io/asellite/netfishing/wiki/2.-3D-Model-Contributor-Guide)
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General visual direction, required deliverables, originality rules, and modeling expectations.
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New 3D contributors should begin with:
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- [2a. Blender Setup and Scale](https://forge.makearmy.io/asellite/netfishing/wiki/2a.-Blender-Setup-and-Scale)
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Blender units, real-world scale, reference objects, transforms, pivots, and Godot scale testing.
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1. [3D Model Contributor Guide](https://forge.makearmy.io/asellite/netfishing/wiki/1.-3D-Model-Contributor-Guide)
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2. [Blender Setup and Scale](https://forge.makearmy.io/asellite/netfishing/wiki/2.-Blender-Setup-and-Scale)
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3. The page most relevant to the assigned issue
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- [2b. Modeling and Naming Standards](https://forge.makearmy.io/asellite/netfishing/wiki/2b.-Modeling-and-Naming-Standards)
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Geometry, topology, object naming, file organization, shading, origins, and modular asset kits.
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Before starting substantial work, check the repository’s open issues and ask questions if scale, collision, animation, materials, or intended use are unclear.
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- [2c. Terrain and Water](https://forge.makearmy.io/asellite/netfishing/wiki/2c.-Terrain-and-Water)
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Regional terrain meshes, shorelines, seabeds, water separation, collision, and Godot region composition.
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## Project Links
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- [2d. Materials and Color](https://forge.makearmy.io/asellite/netfishing/wiki/2d.-Materials-and-Color)
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Shared material naming, palette use, color hierarchy, texture limits, and Compatibility renderer guidance.
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- [NETFISHING Repository](https://forge.makearmy.io/asellite/netfishing)
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- [Open Issues](https://forge.makearmy.io/asellite/netfishing/issues)
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- [Releases](https://forge.makearmy.io/asellite/netfishing/releases)
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- [2e. Collision and GLB Export](https://forge.makearmy.io/asellite/netfishing/wiki/2e.-Collision-and-GLB-Export)
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Simplified collision, GLB export settings, transform checks, and Godot import validation.
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- [2f. Contributor Submission Checklist](https://forge.makearmy.io/asellite/netfishing/wiki/2f.-Contributor-Submission-Checklist)
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Final checklist for Blender sources, GLBs, dimensions, materials, collision notes, screenshots, and pull requests.
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## New Contributors
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A good starting path is:
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1. Read the main guide for your art type.
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2. Read the page related to the asset you want to create.
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3. Pick an open issue.
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4. Comment on the issue before starting.
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5. Share an early screenshot before polishing the final asset.
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Small props, icons, textures, rocks, mushrooms, and similar bounded tasks are often the easiest place to begin.
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