diff --git a/Screenshots/README.md b/Screenshots/README.md index 5c1bfef..334a3d9 100644 --- a/Screenshots/README.md +++ b/Screenshots/README.md @@ -107,3 +107,20 @@ From the north-west, showing the 12 m body and the column line standing proud of - 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 | + +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. +