feat: hero facade blockout for 6840 Hollywood Blvd

Tools/hero_facade_build.py builds the north elevation parametrically and writes
a JSON report naming the evidence behind every part: the 25.75 m frontage and
14.5 m height are measured, the 4.96 m column bay comes from the sibling notes
and matches that frontage, the three portal flights follow the photographs (five
risers, overturning the inherited eight-step, 12 m wide claim), and the rest is
labelled assumption.

Tools/ue_hero_facade_import.py imports it with the ue_metric_v1 preset
(2604 x 1257 x 1450 cm, 1892 tris, 4 materials) and places it on the measured
building line of /Game/Hollywood/DemoMap.

Two new review shots at review-04 and review-05, both pending approval. Camera
placement cost four renders: the first two sat inside the facade body, and the
frontage faces Unreal -Y, so a camera has to stand at Y < -1450 cm, not north of
the building line in project terms.
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zwitschi committed 2026-11-07 11:42:29 +01:00
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@@ -65,6 +65,38 @@ judged interactively. Launch the editor, press Play on `Test/ReviewMap`, and
confirm W/A/S/D move in the expected directions, the mouse looks around with no
acceleration, and Space jumps once per press.
## review-04-hero-facade-front.png — generated 2026-11-07, approval: ☐ pending
![Straight-on three-quarter view of the hero facade blockout: six fluted columns on pedestals under a plain entablature, parapet band above, plinth below, standing against a dark floor](review-04-hero-facade-front.png)
New: the **hero façade blockout** for 6840 Hollywood Blvd — six columns at
4.96 m centres across the measured 25.75 m frontage, entablature 2.2 m,
parapet 1.6 m, plinth and three portal flights. Straight on from the north
sidewalk, looking south.
What it establishes: frontage width, column rhythm and the vertical stack
(plinth → colonnade → entablature → parapet) all read as the photographs do
in silhouette.
What it does **not** have yet: the banners, windows, portal recesses and motto
band are modelled but sit *behind* the colonnade, so from this distance the
elevation reads as a plain white mass. The materials are flat colours from
Blender, not look-developed. Do not judge surfaces here — that is the
materials pass.
## review-05-hero-facade-oblique.png — generated 2026-11-07, approval: ☐ pending
![Oblique view from the north-west showing the facade's volume, the colonnade in depth, and the review scene's small floor and cubes far to the left](review-05-hero-facade-oblique.png)
Oblique from the north-west. Shows the building's depth (12 m modelled body),
the column line standing proud of the mass, and the scale relative to the
review floor and character far to the left.
**Known issue, recorded rather than hidden:** the façade stands on the review
floor at Z 0 but is 25 m away from the original review scene, so it appears to
float over the horizon band. That is the review scene's limitation, not the
asset's; the real map will have the terrain under it.
## What to look for
- **Character**: proportions, bind pose, skin material readability.