diff --git a/2b.-Modeling-and-Naming-Standards.md b/2b.-Modeling-and-Naming-Standards.md deleted file mode 100644 index d32eb43..0000000 --- a/2b.-Modeling-and-Naming-Standards.md +++ /dev/null @@ -1,153 +0,0 @@ -# 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 \ No newline at end of file