Add Materials and Color

Alexander Sellite 2026-07-26 14:36:43 +00:00
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# 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: 14 materials
- Medium props: 25 materials
- Large structures: 26 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 Godots Compatibility renderer.
Confirm:
- Colors appear correctly
- Transparency behaves correctly
- Shading remains readable
- Materials do not require Forward+ features
- No texture references are missing