Add Modeling and Naming Standards

Alexander Sellite 2026-07-26 14:34:56 +00:00
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# Modeling and Naming Standards
This page defines basic geometry, naming, origin, and scene-organization rules.
## Geometry priorities
Prioritize:
- Strong silhouettes
- Large readable facets
- Broad bevels
- Slightly exaggerated proportions
- Clean topology
- Simple foliage clusters
- Thick supports and posts
- Generous doors and walkways
Avoid:
- Needle-thin triangles
- Tiny bevel segments
- Invisible interior faces
- Duplicate faces
- Coplanar geometry
- Non-manifold holes
- Excessive subdivision
- Hidden geometry inside solid objects
- Details too small to see from the gameplay camera
## Naming files
Use lowercase file names with underscores.
Good examples:
- `pond_rock_small.glb`
- `dock_post_round.glb`
- `mushroom_cluster_red.glb`
- `starter_pond_terrain.glb`
- `fishing_shop_wall_window.glb`
Avoid:
- `Cube.glb`
- `Final.glb`
- `FinalFinal2.glb`
- `NewObject.glb`
- `Untitled.glb`
## Naming Blender objects
Use descriptive Blender object names.
Examples:
- `PondRockSmall_Visual`
- `PondRockSmall_Collision`
- `DockPostRound_Visual`
- `StarterPondTerrain_Visual`
Avoid leaving default names such as:
- `Cube`
- `Cube.001`
- `Cylinder.003`
- `Object`
- `Mesh`
## Origins and pivots
Place object origins intentionally.
Recommended origin positions:
| Asset | Origin position |
|---|---|
| Rock | Bottom center |
| Tree | Center of trunk base |
| Mushroom | Bottom of stem |
| Bench | Bottom center |
| Dock section | Logical snapping corner or center |
| Wall panel | Bottom center or bottom corner |
| Door | Bottom center, or hinge if animated |
| Sign | Bottom center or mounting point |
Do not leave an origin several meters away from the object.
## Shading
Use either:
- Flat shading
- Carefully controlled smooth shading
- Marked sharp edges where needed
Avoid accidental smooth shading across hard corners.
Always inspect the exported GLB in Godot. A model may shade differently after import.
## Reusable modules
Prefer modular pieces for structures.
Example building kit:
- `wall_plain`
- `wall_window`
- `wall_door`
- `corner_post`
- `roof_panel`
- `roof_end`
- `awning`
- `door`
- `window`
- `sign_bracket`
Example dock kit:
- `dock_straight`
- `dock_corner`
- `dock_end`
- `dock_post`
- `dock_ramp`
- `dock_stairs`
Do not create dozens of tiny modules unless they are needed.
## File organization
Use the following structure unless an issue specifies otherwise:
art/
├── source/
│ ├── environment/
│ ├── props/
│ ├── structures/
│ ├── characters/
│ ├── fish/
│ └── items/
└── exported/
├── environment/
├── props/
├── structures/
├── characters/
├── fish/
└── items/
Example:
art/source/props/rocks/pond_rocks.blend
art/exported/props/rocks/pond_rock_small.glb
art/exported/props/rocks/pond_rock_medium.glb
art/exported/props/rocks/pond_rock_large.glb