# 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. The `![...]` embeds below resolve next to this file. ## How to regenerate ```bash Tools/render_screenshots.sh ``` This rebuilds `Game/GigLine/Content/Test/ReviewMap.umap` from the current content (floor, key light, sky, MPFB character, the three 1 m scale cubes), runs the game on it in `-game` mode, lets `AGigLineShotActor` walk its fixed camera list and capture, and copies the PNGs here. Takes about a minute. Each screenshot is embedded below with its description and approval state. After reviewing, tick the approval checkbox so agents know whether the look is accepted or needs work. ## review-00-overview.png — generated 2026-11-07, approval: ☐ pending ![Wide overview from the south-west: character at origin, three 1 m calibration cubes in a row at 4 m north, gray floor, key light and sky](review-00-overview.png) Wide shot from the south-west, elevated. The review scene as a whole: character at origin, three 1 m calibration cubes in a row at 4 m north, gray floor, one key light plus fill sky. ## review-01-character.png — generated 2026-11-07, approval: ☐ pending ![Medium eye-height shot of the MPFB-generated character from the south, A-pose with baked skin material](review-01-character.png) Medium shot, eye height, from the south. The MPFB-generated character with its baked skin material and A-pose bind. ## review-02-scale-cubes.png — generated 2026-11-07, approval: ☐ pending ![Close three-quarter view of the 1 m scale-test cube row on the gray floor](review-02-scale-cubes.png) Close three-quarter view of the cube row. Each cube is exactly 1 m — use it to judge scale against the character. ## review-03-first-person.png — generated 2026-11-07, approval: ☐ pending ![Third-person shot from a player's eye line looking across the review floor: the MPFB character at origin (spawn point), one red cube behind it, sky and horizon behind](review-03-first-person.png) New shot for the first-person player work. Camera is at 165 cm — the player's eye height — looking from behind and slightly south-east of the spawn point. It shows where the player lands (the character stands at origin, which is also the default spawn) and how the capsule/camera relate to the 1 m cubes. **What changed in the game since the last review:** the project now has a first-person `AGigLineCharacter` (1.75 m capsule, 1.60 m eye camera, 4 m/s walk, Enhanced Input with WASD + mouse look + jump) wired as the default pawn by `AGigLineGameModeBase`. Nothing visible from these cameras should differ: the review map spawns its own pawn-free staging, so this shot is the reference for the new pawn's position and eye height, not of the pawn itself. **Not shown, needs a human check:** walking, mouse look and jump can only be 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. ## Scene corrections in this pass (2026-11-07) Three things were wrong in the staging and are fixed: - **The floor was 5 cm thick and centred at Z −50 cm, so the character floated about 1.8 m above it.** The floor is now 90 m x 90 m x 10 cm with its top face exactly at Z 0, and the character stands on it: measured bounds are Z 0..83 cm — feet on the plane, no gap. - **Cubes: one on the ground, one floating.** `Cube_ScaleTest_A` sits on the floor (base at Z 0) as the ground-contact and scale reference; `Cube_ScaleTest_B` hangs at 2 m so its cast shadow separates from the object and can be compared against the grounded cube's contact shadow. - **The scale-cubes camera was still pointing at the old three-cube row.** It now looks at both cubes from the south at (0, −900, 200) cm. Known scene limitation, unchanged: the floor is 90 m across and the horizon is a black band where no geometry exists. That is the review scene, not the asset. ## What to look for - **Character**: proportions, bind pose, skin material readability. - **Scale cubes**: each is exactly 1 m — use them to sanity-check anything whose size looks off. - **Lighting**: one warm key light and fill sky; this is the temporary review rig, not the `0.1.0` daytime look. ## Known cosmetic issues in the review scene - The gray floor material renders with a speckled pattern instead of flat gray — suspect the `Constant3Vector` wiring in `Tools/ue_build_review_map.py`. Cosmetic only; the floor exists so shadows and scale read correctly. - The horizon shows a black band below the sky atmosphere (no distant ground plane). Expected in the empty review scene. ## Conventions - `review-NN-name.png` names are produced by `AGigLineShotActor` (`Game/GigLine/Source/GigLine/GigLineShotActor.h`); the camera list lives in `Tools/ue_build_review_map.py`. - Add or adjust shots there when new content needs review, then update this README's table in the same change. - Agents: see the *Visual review* section in [`AGENTS.md`](../AGENTS.md).