todo: claim materials and look development on branch materials-lookdev-0.1.0
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@@ -78,7 +78,7 @@ The MPFB character asset is planned as the NPC template (see `ROADMAP.md`). Keep
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- [x] Keep the character as a reusable NPC prefab: a visible body, a collision capsule, and a head-height check that the camera does not clip at 1.60 m — for when NPCs/pedestrians are wired in (`0.2.0+`), not the `0.1.0` player. Done 2026-11-07: `AGigLineNPCPerson` (C++), ACharacter with capsule half-height 83 cm / total 1.66 m (head at ~1.66 m, so a 1.60 m camera does not clip), the MPFB human on the built-in mesh as the visible body, `AutoPossessAI` for pedestrians; confirmed spawned feet-on-Z-0 and rendered in `Screenshots/review-npc-prefab` (☑ approved 2026-11-07).
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- [x] Screenshots use stable camera names (no index prefix), so inserting a shot no longer renumbers/ orphans files; `AGigLineShotActor` + `Screenshots/README.md` updated.
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### Asset production
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### Asset production - active - 01a1b26b-3c94-707f-9665-2f6b4a79b564 (branch `materials-lookdev-0.1.0`)
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- [x] Establish a consistent scale test, named export presets, and repeatable import settings. Scale test = the three-cube calibration scene (`Art/blender/scaletest/`, regenerable via `Tools/scale_test_export.py`); named export preset `ue_metric_v1` (FBX settings in that script); named import preset `ue_metric_v1` (`FbxImportUI` settings in `Tools/ue_scale_test_import.py`). Both scripts are the templates for production asset export/import.
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- [A] Collect reference photography for manual façade work. Local only, never committed: `Art/reference/` is gitignored. **72 images in eleven folders**: hero façades to 4k, the El Capitan Theatre exterior series, premiere-night staging, Ovation Hollywood, the north side, and the Lee Drug neighbour. Gaps largely closed by the Flickr/web-search pass: the hero entrance is now documented (three portals with individual short flights — the inherited "eight steps, 12 m wide" is overturned), and the 6806–6822 retail run appears in an oblique 2013 frame. Still missing: a clean isolated frame of the door recess and a night frame of 6840 itself.
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@@ -87,7 +87,7 @@ The MPFB character asset is planned as the NPC template (see `ROADMAP.md`). Keep
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- [ ] Model surrounding block frontage.
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- [x] Model simplified background buildings directly across Hollywood Boulevard. Done 2026-11-07, the two in-scope north-side buildings — TCL Chinese Theatre (SM_TCL_Chinese_Theatre) and Madame Tussaud's (SM_Madame_Tussauds) — taken from the verified OSM blockout volumes and exported with `ue_metric_v1`, with a Y-mirror so they land north of Hollywood Blvd across the street from the hero (TCL spans Unreal Y 1802..9431, Tussaud's 1888..7586; road centreline ≈ 0, hero façade at Y −1450). Staged in the DemoMap as `North_TCL_Chinese` / `North_Madame_Tussauds`; demo shot `review-03-demo-north-buildings` captured. Simple flat facade materials (surfaces are the `0.1.4` patch).
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- [A] Build sidewalks, roads, and collision meshes. Terrain, road, sidewalks and kerbs exist (`Art/blender/terrain/`, `street/`) and are assembled in `site/site-2026-11-06.blend`; collision and details (crossing markings, kerb radii, aprons) are not built. Ground must follow the DEM: 3.94 m fall along the block, ~2 % crown between the gutters at ±10–11 m from the centreline, north sidewalk higher than south. Kerb height is an unresolved assumption — the DEM does not resolve it (`Geo/verification/2026-11-06-cross-sections.md`).
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- [ ] Materials and look development for all exported assets.
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- [A] Materials and look development for all exported assets.
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### Gameplay - active - 01a1b26b-3c94-707f-9665-2f6b4a79b564 (branch `gameplay-attribution-0.1.0`)
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