From edafb73553825359df11204c447ad2d914032e59 Mon Sep 17 00:00:00 2001 From: Zwitschi Date: Sat, 7 Nov 2026 20:33:06 +0100 Subject: [PATCH] docs: record owner approval of the material look pass --- Screenshots/README.md | 5 ++--- TODO.md | 2 +- 2 files changed, 3 insertions(+), 4 deletions(-) diff --git a/Screenshots/README.md b/Screenshots/README.md index fc4957f..6006d1e 100644 --- a/Screenshots/README.md +++ b/Screenshots/README.md @@ -23,9 +23,8 @@ and exits — about a minute. The camera list lives in ## Shot list -Review-map shots ☑ approved 2026-11-07. Demo-map shots: **needs review** -— the material look pass (2026-11-07) changed every demo surface, so those four -need a fresh visual check. +All shots ☑ approved 2026-11-07, including the material look pass that changed +every demo surface. | # | File | Preview | Map | View | What it shows | | --- | --- | --- | --- | --- | --- | diff --git a/TODO.md b/TODO.md index 26359c4..2c7a4be 100644 --- a/TODO.md +++ b/TODO.md @@ -87,7 +87,7 @@ The MPFB character asset is planned as the NPC template (see `ROADMAP.md`). Keep - [ ] 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). - [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`). -- [A] Materials and look development for all exported assets. **Implemented 2026-11-07, screenshots awaiting approval.** every exported surface now carries a look-developed material built procedurally in `Tools/ue_build_demo_map.py` (`ensure_material`): base colour with a world-space noise blend between two shades for large-scale variation, plus an explicit roughness and specular. Set is `M_Asphalt` 0.92, `M_Concrete` 0.88, `M_KerbConcrete` 0.85, `M_Ground` 0.98, `M_RoadPaint` 0.62, `M_FacadeStone` 0.72 (hero façade) and `M_Stucco` 0.86 (TCL, Tussaud's), assigned by mesh and by actor label. Materials are rebuilt on every run so a stale asset cannot mask a look change. The richer texture-based pass (baked/procedural brick, brick_facade and seamless_concrete generators) stays in the `0.1.4` façade patch. +- [x] Materials and look development for all exported assets. **Done 2026-11-07, screenshots approved.** every exported surface now carries a look-developed material built procedurally in `Tools/ue_build_demo_map.py` (`ensure_material`): base colour with a world-space noise blend between two shades for large-scale variation, plus an explicit roughness and specular. Set is `M_Asphalt` 0.92, `M_Concrete` 0.88, `M_KerbConcrete` 0.85, `M_Ground` 0.98, `M_RoadPaint` 0.62, `M_FacadeStone` 0.72 (hero façade) and `M_Stucco` 0.86 (TCL, Tussaud's), assigned by mesh and by actor label. Materials are rebuilt on every run so a stale asset cannot mask a look change. The richer texture-based pass (baked/procedural brick, brick_facade and seamless_concrete generators) stays in the `0.1.4` façade patch. ### Gameplay - active - 01a1b26b-3c94-707f-9665-2f6b4a79b564 (branch `gameplay-attribution-0.1.0`)