From 864a17892f9bf2adf7142cfee3595b97f10028f5 Mon Sep 17 00:00:00 2001 From: Alexander Sellite Date: Tue, 1 Sep 2026 12:54:34 +0000 Subject: [PATCH] Delete page "1.-2D-Art-Contributor-Guide" --- 1.-2D-Art-Contributor-Guide.md | 216 --------------------------------- 1 file changed, 216 deletions(-) delete mode 100644 1.-2D-Art-Contributor-Guide.md diff --git a/1.-2D-Art-Contributor-Guide.md b/1.-2D-Art-Contributor-Guide.md deleted file mode 100644 index 1012f3e..0000000 --- a/1.-2D-Art-Contributor-Guide.md +++ /dev/null @@ -1,216 +0,0 @@ -# 2D Art Contributor Guide - -This section explains the general 2D art requirements for NETFISHING. - -NETFISHING uses a warm, stylized, low-resolution visual direction. The project combines: - -- Pixel-style user interface art -- Inventory and hotbar icons -- Fish and creature illustrations -- Character clothing and cosmetic thumbnails -- Low-resolution environment textures -- Simple signs and interaction symbols -- Promotional and website artwork where requested - -The goal is not strict retro pixel art for its own sake. Assets should use deliberate pixel structure, limited palettes, simple rendering, and strong silhouettes while remaining readable in a modern third-person game. - -## Visual direction - -NETFISHING 2D art should feel: - -- Warm -- Cheerful -- Cozy -- Handmade -- Chunky -- Slightly imperfect -- Easy to read -- Consistent with the low-poly 3D world -- Stylized rather than realistic - -Prioritize: - -- Strong silhouettes -- Clear color blocking -- Limited palettes -- Readability at the intended display size -- Bold, recognizable forms -- Simple highlights and shadows -- Consistency with neighboring assets -- Clean transparent edges - -Avoid: - -- Photorealism -- Smooth airbrushed rendering -- Excessive gradients -- Very fine linework -- Tiny details that disappear in-game -- Large amounts of texture noise -- High-resolution art reduced carelessly to icon size -- Generic mobile-game icon rendering -- Generative-AI-created artwork - -## Reference characteristics - -The current reference direction uses: - -- Cream and tan interface panels -- Dark brown text -- Muted green tabs and controls -- Large rounded corners -- Simple item silhouettes -- Fish and creatures built from a small number of strong colors -- Selective dark outlines -- Small bright highlights -- Low-resolution grass and soil textures with repeated angular shapes -- Minimal visual effects -- Accent colors reserved for important items and creatures - -## Main asset categories - -Contributors may work on: - -- UI panels and button graphics -- Inventory and hotbar icons -- Fish and creature sprites -- Journal thumbnails and larger illustrations -- Character clothing and cosmetic thumbnails -- Environment textures -- Signs and interaction icons -- Emotes -- Promotional illustrations - -Each issue should identify the intended asset category and final use. - -## Human-made work only - -Do not submit generative-AI-created: - -- Illustrations -- Icons -- Sprites -- Textures -- Concepts presented as original artwork -- Paintovers generated from another artist’s work -- Upscaled or altered generated images - -References may be used for inspiration, but submitted assets must be original human-made work. - -Do not submit: - -- Ripped game assets -- Copyrighted commercial art -- Unapproved marketplace packs -- Traced artwork -- Assets with unclear licensing -- Work copied from another project - -## Recommended software - -Suitable tools include: - -- Aseprite -- LibreSprite -- Krita -- GIMP -- Inkscape for vector source work -- Affinity Designer or Photo -- Photoshop -- Blender for UV preview and texture testing -- Godot for final import and in-game review - -The final file requirements matter more than the specific software used. - -## Repository organization - -Use the issue’s specified path when provided. - -Suggested organization: - - art/ - ├── source/ - │ ├── ui/ - │ ├── icons/ - │ ├── fish/ - │ ├── creatures/ - │ ├── cosmetics/ - │ ├── environment/ - │ └── promotional/ - └── exported/ - ├── ui/ - ├── icons/ - ├── fish/ - ├── creatures/ - ├── cosmetics/ - ├── environment/ - └── promotional/ - -Examples: - - art/source/icons/items/coffee.aseprite - art/exported/icons/items/coffee.png - - art/source/fish/bluegill.aseprite - art/exported/fish/bluegill_journal.png - - art/source/environment/grass/grass_olive.aseprite - art/exported/environment/grass/grass_olive.png - -## Required deliverables - -Unless an issue says otherwise, include: - -- Editable source file -- Exported PNG or SVG -- Asset dimensions -- Palette or color list -- Screenshot at actual in-game size -- Screenshot in the relevant Godot UI or environment -- Notes about transparency -- Notes about tiling, if applicable -- Related issue number - -For animated assets, also include: - -- Frame count -- Frame timing -- Looping behavior -- Sprite-sheet layout or individual frame convention - -## Readability test - -Before submitting, check the asset at: - -- Native resolution -- Actual in-game display size -- A typical gameplay screenshot -- A smaller window size where applicable - -Ask: - -- Can the object be identified immediately? -- Does it still read without zooming in? -- Are important edges distinct? -- Are the colors too similar to the background? -- Does it contain unnecessary detail? -- Does it fit beside the existing UI and environment art? - -## Start from an issue - -Do not create large batches of unsolicited assets without discussing them first. - -Good questions include: - -- What is the target size? -- Is this an icon, illustration, or texture? -- Does it need transparency? -- Should it tile? -- Is nearest-neighbor scaling required? -- Does it need an outline? -- Will it appear on a light or dark background? -- Is animation required? -- Are color variants needed? -- What is the final Godot node or material using it? - -A quick clarification before drawing is better than rebuilding a completed asset. \ No newline at end of file