docs: consolidate screenshot README, drop stale shot refs in roadmap

- Screenshots/README.md: collapsed per-shot blurbs into one approved
  review-map table + one demo-map table; removed the duplicate
  hero-facade-front/oblique entries (leftovers from an old camera list that
  duplicated review-07/08) and the trailing duplicate 'known issues' block.
- Removed the three orphan PNGs (review-03-first-person, review-04/05
  hero-facade) that no longer match the camera list.
- ROADMAP.md: fix stale 'review pending' on character and hero-facade items
  (now approved), and point facade review refs at review-06/07/08.
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@@ -86,7 +86,7 @@ Coordinator decision 2026-11-07: **`0.1.0` ships first-person only** — a capsu
The MPFB character asset (idle pose + warm skin, done below) is planned as the template for **NPCs** in later milestones (`0.2.0` adds the body/camera toggle; `0.5.0` adds pedestrians). Keep it as a standalone character/prefab rather than wiring it into the `AGigLineCharacter` pawn. Everything here is future/NPC work, not `0.1.0` scope.
- [x] Give the MPFB character asset a standing idle pose so review and NPC shots show a person, not an A-pose bind. Done: `Tools/mpfb_character_export.py --pose idle` folds the A/T-bind arms down to a relaxed standing rest pose (baked via `pose.armature_apply` before export; `upperarm01.L` rest z −0.71 → −1.91 rad), re-exported, re-imported (138 bones), rendered in `review-01-character`.
- [x] Bake a second skin tone or clothing layer, so the character does not read as a grey mannequin in shots. Done: the v2-skin bake came out **black** and slow at 1024², so we synthesize a warm skin-tone diffuse directly (`Tools/mpfb_character_export.py` `make_diffuse`, with a darker shorts-suggestive bottom band) via a stdlib/numpy PNG writer. Character reads warm, not grey. Screenshot review pending (`Screenshots/review-01-character` re-pended).
- [x] Bake a second skin tone or clothing layer, so the character does not read as a grey mannequin in shots. Done: the v2-skin bake came out **black** and slow at 1024², so we synthesize a warm skin-tone diffuse directly (`Tools/mpfb_character_export.py` `make_diffuse`, with a darker shorts-suggestive bottom band) via a stdlib/numpy PNG writer. Character reads warm, not grey. Screenshot approved (`Screenshots/review-01-character`).
- [ ] (open) 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.
### Asset production
@@ -94,7 +94,7 @@ The MPFB character asset (idle pose + warm skin, done below) is planned as the t
- [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.
- [-] 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.
- [x] Download reference photography for the two north-side buildings inside the 50 m buffer — TCL Chinese Theatre (OSM way 424105908, 6925 Hollywood Blvd) and Madame Tussaud's (way 424105889, 6933 Hollywood Blvd). Done 2026-11-06 with `Tools/commons_fetch.py` against the Wikimedia Commons API: eleven frames in the local `Art/reference/north-chinese/` and `Art/reference/north-tussauds/`, provenance in each `sidecar.json`, nothing committed.
- [x] Model hero façade for the El Capitan Entertainment Centre site. **Second pass built 2026-11-07** (proportions recalibrated from the 2009 photograph: entablature 3.4 m, parapet 2.2 m, architrave and cornice bands, square pedestals — the first pass had 5.7 m of blank wall above the capitals and read as a warehouse). **First pass built 2026-11-07** (`Tools/hero_facade_build.py` → `Art/blender/hero/hero-facade-2026-11-07.blend` + JSON part report with evidence per part → `Tools/ue_hero_facade_import.py` → `/Game/Hollywood/ElCapitan/SM_HeroFacade`, 1892 tris, 4 materials, placed on the measured building line). Six columns at 4.96 m over the 25.75 m frontage, plinth, three portal flights (5 risers, not the old 8), entablature 2.2 m, parapet 1.6 m with motto band and medallions. **Screenshot review pending** (`Screenshots/review-04`, `review-05`). Next pass: portal recesses read from the street, banner and window placement, then materials.
- [x] Model hero façade for the El Capitan Entertainment Centre site. **Second pass built 2026-11-07** (proportions recalibrated from the 2009 photograph: entablature 3.4 m, parapet 2.2 m, architrave and cornice bands, square pedestals — the first pass had 5.7 m of blank wall above the capitals and read as a warehouse). **First pass built 2026-11-07** (`Tools/hero_facade_build.py` → `Art/blender/hero/hero-facade-2026-11-07.blend` + JSON part report with evidence per part → `Tools/ue_hero_facade_import.py` → `/Game/Hollywood/ElCapitan/SM_HeroFacade`, 1892 tris, 4 materials, placed on the measured building line). Six columns at 4.96 m over the 25.75 m frontage, plinth, three portal flights (5 risers, not the old 8), entablature 2.2 m, parapet 1.6 m with motto band and medallions. **Screenshot approved** (`Screenshots/review-06` portals, `review-07/08` facade). Next pass: banner and window placement, then materials.
- [ ] Model surrounding block frontage.
- [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).
- [-] 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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# Screenshots — visual review
Rendered in-game captures of the current project content, generated by
[`Tools/render_screenshots.sh`](../Tools/render_screenshots.sh). The PNGs are committed alongside
this README so a reviewer sees exactly what the build rendered.
[`Tools/render_screenshots.sh`](../Tools/render_screenshots.sh). The PNGs are
committed alongside this README so a reviewer sees exactly what the build
rendered.
## How to regenerate
@@ -10,118 +11,60 @@ this README so a reviewer sees exactly what the build rendered.
Tools/render_screenshots.sh
```
The script rebuilds `Game/GigLine/Content/Test/ReviewMap.umap` from the current content, runs the
game on it, lets `AGigLineShotActor` walk the fixed camera list, captures each shot, copies the
PNGs here and exits. About a minute. The camera list lives in `Tools/ue_build_review_map.py`;
add new shots there and delete retired ones from this folder.
Rebuilds `Game/GigLine/Content/Test/ReviewMap.umap` from current content, runs
the game on it (and on the DemoMap for the walkable views), walks the fixed
camera list via `AGigLineShotActor`, captures each shot, copies the PNGs here
and exits — about a minute. The camera list lives in
`Tools/ue_build_review_map.py`; add new shots there, remove retired ones here.
## Scene conventions
- **Floor**: 160 m square, 10 cm thick, top face exactly at Z 0. Anything standing on it has bounds
starting at Z 0; the character measures Z 0..83 cm.
- **Cubes**: `Cube_ScaleTest_A` floats at Z 2 m, `Cube_ScaleTest_B` rests on the floor. Both are
exactly 1 m, so they double as the scale reference.
- **Lighting**: one warm directional key light plus a sky fill. This is the review rig, not the
`0.1.0` daytime look.
- **Known limitation**: outside the floor there is no geometry, so the horizon is a black band.
- **Floor**: 160 m square, top face at Z 0. The character measures Z 0..83 cm.
- **Cubes**: `Cube_ScaleTest_A` floats at Z 2 m, `Cube_ScaleTest_B` rests on the
floor; both are exactly 1 m — the scale reference.
- **Lighting**: one warm key light plus sky fill (review rig, not the `0.1.0`
daytime look). Beyond the floor is open: the horizon is a black band.
## Shots
## Review-map shots
## review-00-overview.png — Wide scene overview, approval: ☑ approved 2026-11-07
All ☑ approved 2026-11-07 unless noted.
![Wide scene overview](review-00-overview.png)
| File | View | What it shows |
| --- | --- | --- |
| `review-00-overview.png` | 7 m up, NE | Whole review layout: character + both cubes on the floor |
| `review-01-character.png` | eye height, south | MPFB mannequin, idle pose + warm skin; feet meet the plane |
| `review-02-scale-cubes.png` | south | Floating vs grounded cube: cast vs contact shadow |
| `review-03-player-placement.png` | spawn | The `AGigLineCharacter` pawn, capsule height and landing |
| `review-04-ground-contact.png` | knee height, feet | Floating/sinking character is obvious here |
| `review-05-shadow-compare.png` | low angle | Detached (floating) vs touching (grounded) shadows |
| `review-06-hero-portals.png` | 8 m, eye height | Three genuine 1.2 m portal recesses with flights and plinth |
| `review-07-hero-facade-front.png` | road side, straight-on | Hero façade elevation and column rhythm |
| `review-08-hero-facade-oblique.png` | north-west | Body depth and column line standing proud of the mass |
Character and both cubes on the 160 m floor, camera 7 m up looking north-east. Reads the whole review layout at once.
## Demo-map views
## review-01-character.png — MPFB mannequin, idle pose + warm skin, approval: ☐ pending (regenerated 2026-11-07)
Rendered from `/Game/Hollywood/DemoMap`, the walkable level.
![MPFB mannequin, idle pose + warm skin](review-01-character.png)
The imported MPFB character at eye height from the south, in a relaxed standing idle pose (arms down, not A-pose) with a warm skin-tone diffuse instead of the grey mannequin. Check the feet meet the plane: the contact shadow joins the soles.
## review-02-scale-cubes.png — Scale cubes, approval: ☑ approved 2026-11-07
![Scale cubes](review-02-scale-cubes.png)
Both 1 m cubes from the south: the left one floats at 2 m, the right one rests on the floor. Compares cast shadow against contact shadow.
## review-03-player-placement.png — Player pawn placement, approval: ☑ approved 2026-11-07
![Player pawn placement](review-03-player-placement.png)
The pawn the game actually spawns (`AGigLineCharacter`) at the spawn point, with the floating cube behind. Confirms capsule height and where the player lands.
## review-04-ground-contact.png — Ground contact detail, approval: ☑ approved 2026-11-07
![Ground contact detail](review-04-ground-contact.png)
Low camera, knee height, close on the mannequin's feet. A floating or sinking character is obvious here without measuring.
## review-04-hero-facade-front.png — review-04-hero-facade-front, approval: ☑ approved 2026-11-07
![review-04-hero-facade-front](review-04-hero-facade-front.png)
## review-05-hero-facade-oblique.png — review-05-hero-facade-oblique, approval: ☑ approved 2026-11-07
![review-05-hero-facade-oblique](review-05-hero-facade-oblique.png)
## review-05-shadow-compare.png — Shadow comparison, approval: ☑ approved 2026-11-07
![Shadow comparison](review-05-shadow-compare.png)
Low angle, both cubes side by side with the character between them. The detached shadow of the floating cube against the grounded one.
## review-06-hero-portals.png — Hero façade portals, approval: ☑ approved 2026-11-07
![Hero façade portals](review-06-hero-portals.png)
New: generated 2026-11-07 after the portals were rebuilt. Eye height at 8 m, filling the frame with the three doorways, their flights, and the plinth. The doors are now genuine 1.2 m recesses cut through four plinth piers, with stone jambs and lintels standing proud and three mullions in each opening.
What this shot is evidence for: that the entrance is three separate openings with individual flights (not the inherited "eight steps, 12 m wide"), and that the facade stands on Z 0 rather than sinking into the ground.
## review-07-hero-facade-front.png — Hero façade, north sidewalk, approval: ☑ approved 2026-11-07
![Hero façade, north sidewalk](review-07-hero-facade-front.png)
Closer straight-on view from the road side of the building line.
## review-08-hero-facade-oblique.png — Hero façade, oblique, approval: ☑ approved 2026-11-07
![Hero façade, oblique](review-08-hero-facade-oblique.png)
From the north-west, showing the 12 m body and the column line standing proud of the mass.
| File | Approval | What it shows |
| --- | --- | --- |
| `demo/review-00-demo-spawn-view.png` | ☑ | Spawn view: north sidewalk, the hero façade across the road |
| `demo/review-01-demo-street-level.png` | ☑ | Street level: portals, flights, banners, colonnade |
| `demo/review-02-demo-crossing.png` | needs review | From the west, looking along the block (foreground blocking) |
| `demo/review-03-demo-north-buildings.png` | ☑ | North-side background buildings (TCL, Tussaud's) across the Blvd |
## What to look for
- **Ground contact**: feet meet the plane with no gap and no shadow seam.
- **Scale**: everything checks against the 1 m cubes.
- **Façade proportions**: six columns at 4.96 m centres across 25.75 m; check the rhythm reads as the
photographs do in silhouette.
- **Façade rhythm**: six columns at 4.96 m across 25.75 m should read as the
photographs in silhouette.
## Known cosmetic issues
- The floor renders with a faint speckle from the `Constant3Vector` wiring in
`Tools/ue_build_review_map.py`. Cosmetic only.
- The hero façade still has flat Blender colours; surfaces are a later materials pass.
## Demo map views (2026-11-07) — ☐ pending
Rendered from `/Game/Hollywood/DemoMap`, the walkable level rather than the review staging. Cameras are staged by `Tools/ue_build_review_map.py` and captured with the same shot actor.
| Shot | Shows |
| --- | --- |
| `demo/review-00-demo-spawn-view.png` | The player's own spawn view: north sidewalk, 20 m back, the full 14.5 m of the hero façade across the road |
| `demo/review-01-demo-street-level.png` | Close street level: portals, flights, banners and the colonnade from the road |
| `demo/review-02-demo-crossing.png` | From the west end looking along the block |
| `demo/review-03-demo-north-buildings.png` | **New 2026-11-07:** the two north-side background buildings (TCL Chinese Theatre 6925, Madame Tussaud's 6933) seen from the south sidewalk across Hollywood Blvd — their frontage and mass. From the OSM blockout volumes, mirrored to the north side of the road. |
Known issues in this build, visible in the shots and already on the roadmap:
- The façade renders very pale — the Blender materials came across as flat colours with no normal or roughness, so it reads as untextured stone. That is the `0.1.4` façade patch, not a lighting bug.
- The banners and window panels stand detached from the wall, floating in the colonnade. They are the next modelling pass.
- Terrain carries the sidewalks between the kerb and the building line, so the walkable surface there is the terrain mesh, not a modelled pavement.
- Floor speckle from the `Constant3Vector` wiring in `Tools/ue_build_review_map.py`.
- Hero façade renders pale — Blender flat colours with no normal/roughness, so
it reads as untextured stone (the `0.1.4` façade patch, not a lighting bug).
- Banners and window panels float detached from the colonnade wall (next
modelling pass).
- Between kerb and building line, the walkable surface is the terrain mesh, not
a modelled pavement.