Habitat

One world. Related little things.

A working style guide for shapes, surfaces and the things that make a village.

THE REFERENCE BOARD

Look beside, then build.

Four selected references, with their original dates and sources.

Warm hut
Approved individual asset · Blender render

Warm hut

A small, simple hut in warm timber and clay. This exact asset was approved for integration; it does not select a palette for the whole world.

Original capture & source
Capture
20261015T232959148943-e4f46519a811
Date
2026-10-15T23:29:59.148943+02:00
Build
House.blend SHA256 03f33b5be5479346ba399c552e3303d8cc0414c52e83201b06099c4c47c4489a
Renderer
Blender 5.2.2 LTS / Cycles CPU / 24 samples
Current village
Current implementation · Unity gameplay

Current village

The village on 15 October 2026. Use it to compare scale and context. More depth is still a goal; existing farm-pack elements are third-party assets.

Original capture & source
Capture
20261015T205634788101-3d07f88e0f05
Date
2026-10-15T20:56:34.7881010Z
Build
unity-thought-ui-source-f35fc9015b61-20261015204249
Renderer
Metal / Unity 6000.3.26f1 / URP
Broad crown
Candidate · Blender tree study

Broad crown

Rounded foliage, a visible trunk and broad matte color groups. Shape and palette remain open for review.

Original capture & source
Capture
20261015T234726921336-33be8937d226
Date
2026-10-15T23:47:26.921336+02:00
Build
Asset.blend SHA256 da0a9d9e80537ab621ccffde1b366c5f0269a5a24cbda49cfc7f5c7ba867a182
Renderer
Blender 5.2.2 LTS / Cycles CPU / 24 samples
Young crown
Candidate · Blender tree study

Young crown

A smaller relative in the same tree family. A studio render does not establish Unity wind, collision or performance.

Original capture & source
Capture
20261015T234810196939-c37caec24d45
Date
2026-10-15T23:48:10.196939+02:00
Build
Asset.blend SHA256 bf90057820934a9f9239184e442485f70d88c62906a111123ac653ce40868ee8
Renderer
Blender 5.2.2 LTS / Cycles CPU / 24 samples
A SHARED VISUAL LANGUAGE

Cozy, with room to grow.

Original assets should feel like neighbors: related shapes, materials and scale, with more graphical depth. The final palette, resident proportions and detail level remain open.

The hut is an approved individual asset. Gameplay shows what exists; the trees are candidates. Earlier room concepts remain exploratory.

SOURCE COLORS

A little continuity.

Existing material RGB values, inspected 16 October 2026. These are source swatches, not lit screenshot colors or a final approved palette.

  • Cream#eedec0
  • Roof#b96c52
  • Wood#815b49
  • Leaf#72a375
  • LeafLight#a1c185
  • Bark#8c7052
  • Gold#e4b65d
  • Stone#bcc6ad
PRACTICAL ASSET RULES · PROVISIONAL

Make it belong.

Readable shapes

Start with large, softened forms. Check the silhouette at village distance, beside residents and doors.

Related surfaces

Warm, mostly matte color groups are a provisional starting point. More depth does not automatically mean realistic microdetail.

Reusable pieces

Make one clean asset at metre scale with a ground-level pivot. Unity handles placement, clusters and size variation.

Preserve identity

Keep residents recognizable. New proportions and character animation need their own brief.

Review in context

Compare shape, scale, materials and detail beside the references. Check visual fit and technical import separately.

Keep the source

Retain editable originals, textures and provenance. Set geometry and texture budgets for the actual camera and platform.

A SMALL BRIEF

Before making a piece.

Name its purpose, reference and status, silhouette, dimensions, materials, delivery format and motion scope. Choose limits for that asset; no universal polygon or texture budget is settled.

THE NEXT ART QUESTION

How much leaf detail?

Compare simple matte crowns with denser textured foliage. Neither candidate defines the global style yet.

Public edition of the asset art bible and design board · 16 October 2026. Original evidence keeps its historical status; later approval of the hut does not rewrite its capture record.