Files
settled-reach/docs/workshops/art-direction-mood-board/pipeline-samples/pipeline-test-wall-prompt.md
T
jpmschweitzerandClaude Opus 4.6 0358eedbc5 docs(workshops): archive art direction & mood board workshop (3 rounds + closing)
Four-agent workshop (Araminta, Ozzie, Miri, Gore) establishing visual
identity for The Settled Reach. 9 mood board images, 16 art direction
principles, 10 candidate decisions (D-042 through D-051), v0.1.1 sprite
plan. Post-workshop technical session resolved 3D render pipeline,
resolution chain (1024/256/64), and camera angle lock ("the angle").
Pipeline test samples included: Era 1 institutional wall + bar green
wall rendered through the full Nano Banana -> 3D model -> sprite chain.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 23:21:09 +01:00

4.0 KiB

Pipeline Test: Era 1 Institutional Wall Texture

Author: Araminta Date: 2026-02-12 Purpose: First real test of the Nano Banana → 3D model → render pipeline


Nano Banana Prompt

Seamless tileable texture of a space station wall panel. Flat front-facing view, no perspective, no angle. Muted grey-blue metal surface, hex color range #7a7f85 to #6e7580. Subtle brushed metal grain running horizontally. Faint panel seam lines at regular intervals — thin, slightly darker than the base surface, suggesting prefabricated modular panels joined together. The surface is clean and maintained but shows 40 years of age: very slight tonal variation across the surface, not grime or damage, just the natural patina of metal that has been cleaned thousands of times. No scratches, no rust, no decay — this is institutional and well-maintained. No baked shadows, no directional lighting, no highlights — the texture must be uniformly lit (flat lighting) so that game engine lighting can be applied at runtime. No text, no signage, no objects. Just the wall material itself. Style: clean, muted, functional. Not grimy, not shiny, not new. A 40-year-old wall that someone maintains professionally.

Generation Settings

  • Aspect ratio: 1:1 (square texture for UV mapping)
  • Resolution: Highest available (we'll downscale ourselves)
  • Blending: Off
  • Character consistency: Off
  • World knowledge: Off
  • Purpose: "game texture, tileable wall material"

Prompt Design Notes

Why #7a7f85, not the #2a2a42 from Round 1?

The Round 1 hex values (#2a2a42 for walls) are the FINAL rendered appearance — what the player sees after Light2D darkens and tints the scene. The raw texture needs to be lighter and more neutral than the final target. When Light2D applies zone-appropriate lighting (cool white for logistics hub, dim for corridors), the result should land in the Round 1 range. If we start with a dark texture and Light2D darkens further, we get mud.

Rule of thumb: raw textures should be ~40-50% lighter than the intended final rendered appearance.

Why "no baked shadows/lighting"?

Nano Banana defaults to adding dramatic lighting for visual appeal. For game textures, this is destructive — baked shadows conflict with the runtime Light2D system. A baked highlight on the left side of the texture means that side always looks lit, even when the game's light source is on the right. Flat-lit textures are a hard requirement for the entire pipeline.

Why "brushed metal grain"?

Gives the surface subtle directionality without fine detail. At 1024x1024 source, the grain will be visible and give the texture character. At 64x64 runtime, the grain compresses to a subtle tonal variation that reads as "metal, not plastic" without any individual grain lines being visible. This is the kind of detail that survives downscaling as FEEL rather than DETAIL.

Why "seamless tileable"?

This texture repeats across every wall tile in a zone. Visible seam lines where tiles meet would break the illusion. The panel seam lines I asked for are INTERNAL to the texture (part of the design — modular panels) not at the tile edges.


Expected Pipeline After Generation

  1. Generate texture via Nano Banana at highest resolution
  2. QA: check for baked lighting, check tileability, check color range
  3. UV-map onto 3D wall model in Godot render scene
  4. Render at "the angle" (~17° from vertical) from 4 cardinal directions
  5. Export at 1024x1024 (archival master)
  6. Downscale: 1024 → 256 (working) → 64 (runtime), bilinear both passes
  7. Evaluate: does the 64x64 output read as "institutional wall" in the test scene?

Success Criteria

  • At 64x64: reads as "wall" through silhouette and color, not through texture detail
  • Color is in the muted grey-blue range, neutral enough for Light2D to tint
  • No baked shadows visible — surface appears uniformly lit
  • When tiled 3x3, no visible seam artifacts
  • When Light2D cool white is applied, the result looks institutional
  • When Light2D warm amber is applied, the same texture reads as "warmer space" (testing versatility)