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