# 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. ## How to regenerate ```bash Tools/render_screenshots.sh ``` 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, top face at Z 0. The character measures Z 0..83 cm. - **Cubes**: `Cube_ScaleTest_A` rests on the floor, `Cube_ScaleTest_B` floats at Z 2 m; both are exactly 1 m — the scale reference. - **Lighting (review map)**: one warm key light plus sky fill, neutral exposure. - **Lighting (demo map)**: fixed daytime — sun at pitch -50 / yaw 120 (intensity 4, warm), sky light 2.6, sky atmosphere, height fog, and a manual-exposure post-process volume (min = max brightness 1.0) so a shot cannot wash out or crush to black depending on how much sky it frames. Surface colours are assigned explicitly in `Tools/ue_build_demo_map.py` (`M_Asphalt`, `M_Concrete`, `M_Ground`, `M_RoadPaint`) because Blender's flat diffuse colours do not survive the FBX → Unreal import. ## Review-map shots All ☑ approved 2026-11-07 (re-rendered with the character and cubes restored; user visual check passed). > Naming: shots use their stable `Tools/ue_build_review_map.py` camera name (no > index prefix), so adding or reordering cameras never renumbers files or > orphans the old ones. Click an image for the full-size PNG. | File | Preview | View | What it shows | | --- | --- | --- | --- | | `review-overview.png` | [overview](review-overview.png) | 7 m up, NE | Whole review layout: character + both cubes on the floor | | `review-character.png` | [character](review-character.png) | eye height, south | MPFB mannequin, idle pose + warm skin; feet meet the plane | | `review-scale-cubes.png` | [scale cubes](review-scale-cubes.png) | south | Floating vs grounded cube: cast vs contact shadow | | `review-player-placement.png` | [player placement](review-player-placement.png) | spawn | The `AGigLineCharacter` pawn, capsule height and landing | | `review-npc-prefab.png` | [npc prefab](review-npc-prefab.png) | mid, west | The `AGigLineNPCPerson` prefab: collision capsule + visible MPFB body, feet on Z 0 (**new 2026-11-07**) | | `review-ground-contact.png` | [ground contact](review-ground-contact.png) | knee height, feet | Floating/sinking character is obvious here | | `review-shadow-compare.png` | [shadow compare](review-shadow-compare.png) | low angle | Detached (floating) vs touching (grounded) shadows | | `review-hero-portals.png` | [hero portals](review-hero-portals.png) | 8 m, eye height | Three genuine 1.2 m portal recesses with flights and plinth | | `review-hero-facade-front.png` | [hero facade front](review-hero-facade-front.png) | road side, straight-on | Hero façade elevation and column rhythm | | `review-hero-facade-oblique.png` | [hero facade oblique](review-hero-facade-oblique.png) | north-west | Body depth and column line standing proud of the mass | ## Demo-map views Rendered from `/Game/Hollywood/DemoMap`, the walkable level. Click an image for the full-size PNG. | File | Preview | Approval | What it shows | | --- | --- | --- | --- | | `demo/review-demo-spawn-view.png` | [spawn view](demo/review-demo-spawn-view.png) | needs review | Spawn view from the north sidewalk: the hero façade across the road under fixed daytime light | | `demo/review-demo-street-level.png` | [street level](demo/review-demo-street-level.png) | needs review | Street level from the north sidewalk: the façade colonnade and columns at eye height, now sunlit with cast shadows (was backlit and near-black) | | `demo/review-demo-crossing.png` | [crossing](demo/review-demo-crossing.png) | needs review | The designated mid-block crossing at s=130 m (UE X -14956): three continental zebra bars on the dark asphalt, kerbs flushed to ramps, camera on the north sidewalk looking along the crosswalk | | `demo/review-demo-north-buildings.png` | [north buildings](demo/review-demo-north-buildings.png) | needs review | North-side background buildings (TCL, Tussaud's) across the Blvd, lit against the sky | ## 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 rhythm**: six columns at 4.96 m across 25.75 m should read as the photographs in silhouette. ## Known cosmetic issues - 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.