docs(review): the Blender-vs-in-game comparison lives in Screenshots/README.md

Merged COMPARISON.md into the review README as a generated section between
<!-- blender-comparison:begin/end --> markers, so there is one place to look and one place
to sign off. Tools/build_comparison_md.py rewrites only that block - the hand-written
sections around it are untouched - and formats the file with prettier afterwards, because a
generated table is never byte-identical to prettier's output and the repo gates on
--check.

Run it after every capture or Blender render; it is the routine that keeps the page current
with new images rather than a one-off export.
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@@ -196,3 +196,50 @@ Resolved and removed from this list on 2026-11-09:
- "The El Capitan Theatre has no marquee or blade sign" — `Tools/ue_stage_theatre_trim.py` stages all six trim actors; verified in `/tmp/gigline/theatre-import.txt`.
- "Materials are not yet created in Blender or fully integrated" — contradicted by the scene conventions above: every surface carries a look-dev material built in `Tools/ue_build_demo_map.py`.
<!-- blender-comparison:begin -->
## Blender vs in-game
Regenerated by `Tools/build_comparison_md.py`; everything between the markers is rewritten, so edit outside them.
- In-game captures: `Screenshots/demo/` (9 files)
- Blender renders: `Screenshots/blender/` (22 files), made by `Tools/blender_screenshots.py`
Left is what the engine draws, right is what Blender has. A gap between them is the import problem, not a taste problem: scale, material colour, missing parts and split systems all show up here before they show up in a review.
### Side by side
| In-game | Blender | Shot |
| --- | --- | --- |
| <img src="demo/review-demo-crossing.png" width="520"> | — | `review-demo-crossing.png` |
| <img src="demo/review-demo-north-buildings.png" width="520"> | — | `review-demo-north-buildings.png` |
| <img src="demo/review-demo-retail-frontage.png" width="520"> | — | `review-demo-retail-frontage.png` |
| <img src="demo/review-demo-spawn-view.png" width="520"> | — | `review-demo-spawn-view.png` |
| <img src="demo/review-demo-street-level.png" width="520"> | — | `review-demo-street-level.png` |
| <img src="demo/review-demo-third-person-front.png" width="520"> | <img src="blender/character-angle-035.png" width="520"> | `review-demo-third-person-front.png` |
| <img src="demo/review-demo-third-person-walk.png" width="520"> | <img src="blender/character-angle-035.png" width="520"> | `review-demo-third-person-walk.png` |
| <img src="demo/review-demo-third-person.png" width="520"> | <img src="blender/character-angle-035.png" width="520"> | `review-demo-third-person.png` |
| <img src="demo/review-demo-vehicle.png" width="520"> | <img src="blender/vehicle-angle-035.png" width="520"> | `review-demo-vehicle.png` |
4 of 9 in-game captures have a Blender counterpart; the rest are street and building shots whose meshes come from the Geo pipeline rather than a .blend.
### Signoff
One row per in-game screen. `—` in Blender means there is nothing to compare against.
| # | In-game screen | Blender counterpart | Verdict | Notes |
| --- | --- | --- | --- | --- |
| 1 | `review-demo-crossing.png` | — | ☐ | |
| 2 | `review-demo-north-buildings.png` | — | ☐ | |
| 3 | `review-demo-retail-frontage.png` | — | ☐ | |
| 4 | `review-demo-spawn-view.png` | — | ☐ | |
| 5 | `review-demo-street-level.png` | — | ☐ | |
| 6 | `review-demo-third-person-front.png` | `character-angle-035.png` | ☐ | |
| 7 | `review-demo-third-person-walk.png` | `character-angle-035.png` | ☐ | |
| 8 | `review-demo-third-person.png` | `character-angle-035.png` | ☐ | |
| 9 | `review-demo-vehicle.png` | `vehicle-angle-035.png` | ☐ | |
Verdicts: ☐ pending · ☑ approved · ☒ rejected. The authoritative per-shot review stays in [README.md](README.md); this page exists to compare Blender against the engine.
<!-- blender-comparison:end -->