diff --git a/2d.-Materials-and-Color.md b/2d.-Materials-and-Color.md deleted file mode 100644 index b0ca500..0000000 --- a/2d.-Materials-and-Color.md +++ /dev/null @@ -1,101 +0,0 @@ -# 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