Files
gig-line/Art/README.md
T
zwitschi 7a1eb0be66 chore: keep reference photography local and out of the repository
Reference images are development-only material: licensing is not a gate for
local private use, so they are simply never committed. Art/reference/ is now
gitignored; the licensed status of anything shipped is still recorded in
THIRD_PARTY_NOTICES.md.

Adds Tools/commons_fetch.py, which fetches Wikimedia Commons imagery by search
or exact title and writes a provenance sidecar, plus Docs/reference-notes-hollywood.md
recording what each local set is evidence for.
2026-11-06 22:04:37 +01:00

1.2 KiB

Art

Editable sources and original textures. Exported, game-ready output goes to Game/Content/.

Layout (as content arrives)

Path Contents
Art/blender/ .blend sources, one file per building or asset family
Art/textures/ Original texture sources before baking or compression
Art/reference/ Reference photography, local only, gitignored — never committed. Fetch with Tools/commons_fetch.py; what it is evidence for goes in Docs/reference-notes-hollywood.md

Rules

  • Every .blend saves with a real-world metric scene scale. No exceptions; scale drift is the main source of import defects.
  • Named export presets only. Record the preset name and its settings next to the asset that used it.
  • Textures enter as a documented source (author, licence, source URL) and are listed in ../THIRD_PARTY_NOTICES.md.
  • Reference photography is never committed and never shipped. It is evidence, not content. Licensing is not a gate for local private development, but anything that would derive from a reference in a shipped asset needs a licensing decision before release.
  • .blend files are LFS-tracked and lockable; pull before editing.