From dccba597efd7254da4b0d4ae89ee6cfbda7b4c34 Mon Sep 17 00:00:00 2001 From: Alexander Sellite Date: Sun, 26 Jul 2026 14:36:43 +0000 Subject: [PATCH] Add Materials and Color --- Materials-and-Color.md | 101 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 101 insertions(+) create mode 100644 Materials-and-Color.md diff --git a/Materials-and-Color.md b/Materials-and-Color.md new file mode 100644 index 0000000..b0ca500 --- /dev/null +++ b/Materials-and-Color.md @@ -0,0 +1,101 @@ +# Materials and Color + +NETFISHING uses simple colors and readable material separation rather than realistic texture detail. + +## Recommended material approach + +For initial assets, use simple material slots. + +Examples: + +- `mat_grass_light` +- `mat_grass_dark` +- `mat_moss` +- `mat_soil` +- `mat_sand` +- `mat_wood_light` +- `mat_wood_dark` +- `mat_stone_light` +- `mat_stone_dark` +- `mat_teal` +- `mat_coral` +- `mat_cream` + +## Material limits + +Suggested limits: + +- Small props: 1–4 materials +- Medium props: 2–5 materials +- Large structures: 2–6 materials + +Avoid placing dozens of material slots on a single small object. + +## Color priorities + +Environment colors should generally be calmer than: + +- Characters +- Items +- Interaction points +- Signs +- Bobbers +- Important landmarks + +Use darker structural colors for: + +- Timber gaps +- Building supports +- Outlines +- Deep water accents +- Visual separation + +Use brighter accents sparingly. + +## Textures + +Do not create textures unless: + +- The issue requests them +- The asset clearly benefits from them +- The texture workflow has been approved + +Avoid: + +- Large 4K texture sets +- Unique texture files for every small prop +- Baked lighting +- Complex PBR workflows +- Blender-only procedural shaders +- Unnecessary normal maps +- Unnecessary transparency + +If a texture is required, use practical sizes appropriate to the asset. + +## Blender materials + +Use materials that transfer cleanly through GLB. + +Keep Blender shader nodes simple. + +A basic Principled BSDF with: + +- Base Color +- Roughness +- Limited metallic use + +is normally sufficient. + +Do not rely on unsupported procedural nodes. + +## Compatibility renderer + +All materials must be tested using Godot’s Compatibility renderer. + +Confirm: + +- Colors appear correctly +- Transparency behaves correctly +- Shading remains readable +- Materials do not require Forward+ features +- No texture references are missing \ No newline at end of file