From e0181bd283ad9a2f31466292500743100aa4280d Mon Sep 17 00:00:00 2001 From: Sara Gerretsen Date: Sat, 24 Jan 2026 20:02:01 +0000 Subject: [PATCH] Update Artstyle --- Artstyle.md | 12 +++++++++--- 1 file changed, 9 insertions(+), 3 deletions(-) diff --git a/Artstyle.md b/Artstyle.md index 8a397cc..381846a 100644 --- a/Artstyle.md +++ b/Artstyle.md @@ -6,6 +6,8 @@ To work within the project's artstyle, there's two programs, and three types of Most models will only have a mesh, the game's style requires very little detail, but specific circumstances may require textures to be used. +In blender, godot's naming conventions should be followed, so all things that are imported as nodes should be CamelCase. All objects imported as resources should be snake_case. + ### Meshes There are some basic rules that always need to be followed when authoring meshes, specifically: @@ -13,9 +15,9 @@ There are some basic rules that always need to be followed when authoring meshes - All meshes are "smooth" shaded. The outline shader does not handle flat shading. To achieve an angled look, hand-drawn lines can be added in texture. - Space can be left between submeshes to allow the outline shader to fill in the gaps. Enabling clear separation between parts of a model that is otherwise difficult to create due to the unshaded look. -### Materials & Textures +### Materials -Creating a new material means setting four parameters to exact values: +Creating a new material means setting four parameters to these exact values and not using any PBR settings: - IOR : 1.0 - Metalic : 0.0 @@ -24,7 +26,11 @@ Creating a new material means setting four parameters to exact values: This ensures that the material is consistent with other parts of the scene. No deviation from this is allowed. The effects these settings are for should be achieved in other ways. -Irregularities in a model's surface can be simulated by using minimal linework in textures as well. Though this should be used sparingly to avoid breaking from the game's style. +### Textures + +Irregularities in a model's surface can be simulated by using minimal linework or airbrushing on textures as well. Though this should be used sparingly to avoid breaking from the game's style. + +Where possible, "inlines" should be added using vertex colours rather than textures. ## Godot