Add Modeling and Naming Standards
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Modeling-and-Naming-Standards.md
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Modeling-and-Naming-Standards.md
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# Modeling and Naming Standards
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This page defines basic geometry, naming, origin, and scene-organization rules.
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## Geometry priorities
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Prioritize:
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- Strong silhouettes
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- Large readable facets
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- Broad bevels
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- Slightly exaggerated proportions
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- Clean topology
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- Simple foliage clusters
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- Thick supports and posts
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- Generous doors and walkways
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Avoid:
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- Needle-thin triangles
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- Tiny bevel segments
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- Invisible interior faces
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- Duplicate faces
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- Coplanar geometry
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- Non-manifold holes
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- Excessive subdivision
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- Hidden geometry inside solid objects
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- Details too small to see from the gameplay camera
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## Naming files
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Use lowercase file names with underscores.
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Good examples:
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- `pond_rock_small.glb`
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- `dock_post_round.glb`
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- `mushroom_cluster_red.glb`
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- `starter_pond_terrain.glb`
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- `fishing_shop_wall_window.glb`
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Avoid:
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- `Cube.glb`
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- `Final.glb`
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- `FinalFinal2.glb`
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- `NewObject.glb`
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- `Untitled.glb`
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## Naming Blender objects
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Use descriptive Blender object names.
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Examples:
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- `PondRockSmall_Visual`
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- `PondRockSmall_Collision`
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- `DockPostRound_Visual`
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- `StarterPondTerrain_Visual`
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Avoid leaving default names such as:
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- `Cube`
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- `Cube.001`
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- `Cylinder.003`
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- `Object`
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- `Mesh`
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## Origins and pivots
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Place object origins intentionally.
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Recommended origin positions:
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| Asset | Origin position |
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|---|---|
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| Rock | Bottom center |
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| Tree | Center of trunk base |
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| Mushroom | Bottom of stem |
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| Bench | Bottom center |
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| Dock section | Logical snapping corner or center |
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| Wall panel | Bottom center or bottom corner |
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| Door | Bottom center, or hinge if animated |
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| Sign | Bottom center or mounting point |
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Do not leave an origin several meters away from the object.
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## Shading
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Use either:
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- Flat shading
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- Carefully controlled smooth shading
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- Marked sharp edges where needed
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Avoid accidental smooth shading across hard corners.
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Always inspect the exported GLB in Godot. A model may shade differently after import.
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## Reusable modules
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Prefer modular pieces for structures.
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Example building kit:
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- `wall_plain`
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- `wall_window`
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- `wall_door`
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- `corner_post`
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- `roof_panel`
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- `roof_end`
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- `awning`
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- `door`
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- `window`
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- `sign_bracket`
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Example dock kit:
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- `dock_straight`
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- `dock_corner`
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- `dock_end`
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- `dock_post`
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- `dock_ramp`
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- `dock_stairs`
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Do not create dozens of tiny modules unless they are needed.
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## File organization
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Use the following structure unless an issue specifies otherwise:
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art/
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├── source/
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│ ├── environment/
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│ ├── props/
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│ ├── structures/
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│ ├── characters/
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│ ├── fish/
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│ └── items/
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└── exported/
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├── environment/
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├── props/
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├── structures/
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├── characters/
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├── fish/
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└── items/
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Example:
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art/source/props/rocks/pond_rocks.blend
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art/exported/props/rocks/pond_rock_small.glb
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art/exported/props/rocks/pond_rock_medium.glb
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art/exported/props/rocks/pond_rock_large.glb
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