Add Materials and Color
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Materials-and-Color.md
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Materials-and-Color.md
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# Materials and Color
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NETFISHING uses simple colors and readable material separation rather than realistic texture detail.
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## Recommended material approach
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For initial assets, use simple material slots.
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Examples:
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- `mat_grass_light`
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- `mat_grass_dark`
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- `mat_moss`
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- `mat_soil`
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- `mat_sand`
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- `mat_wood_light`
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- `mat_wood_dark`
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- `mat_stone_light`
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- `mat_stone_dark`
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- `mat_teal`
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- `mat_coral`
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- `mat_cream`
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## Material limits
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Suggested limits:
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- Small props: 1–4 materials
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- Medium props: 2–5 materials
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- Large structures: 2–6 materials
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Avoid placing dozens of material slots on a single small object.
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## Color priorities
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Environment colors should generally be calmer than:
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- Characters
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- Items
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- Interaction points
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- Signs
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- Bobbers
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- Important landmarks
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Use darker structural colors for:
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- Timber gaps
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- Building supports
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- Outlines
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- Deep water accents
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- Visual separation
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Use brighter accents sparingly.
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## Textures
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Do not create textures unless:
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- The issue requests them
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- The asset clearly benefits from them
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- The texture workflow has been approved
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Avoid:
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- Large 4K texture sets
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- Unique texture files for every small prop
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- Baked lighting
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- Complex PBR workflows
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- Blender-only procedural shaders
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- Unnecessary normal maps
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- Unnecessary transparency
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If a texture is required, use practical sizes appropriate to the asset.
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## Blender materials
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Use materials that transfer cleanly through GLB.
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Keep Blender shader nodes simple.
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A basic Principled BSDF with:
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- Base Color
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- Roughness
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- Limited metallic use
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is normally sufficient.
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Do not rely on unsupported procedural nodes.
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## Compatibility renderer
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All materials must be tested using Godot’s Compatibility renderer.
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Confirm:
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- Colors appear correctly
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- Transparency behaves correctly
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- Shading remains readable
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- Materials do not require Forward+ features
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- No texture references are missing
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