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gig-line/Screenshots/README.md
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zwitschi 0383eabc8e review: put the character on the floor, split the cubes, commit the shots
The review floor was a 5 cm slab centred 50 cm down, so the character floated
1.8 m above it. The floor is now 90 m x 90 m x 10 cm with its top face at Z 0 and
the character measures Z 0..83 cm - feet on the plane.

Two cubes only: A on the ground as the contact/scale reference, B held at 2 m so
its cast shadow separates from the body for comparison. The scale-cubes camera
was still aimed at the old three-cube row and now looks at both from the south.

Screenshots are committed per the owner's instruction, and .gitignore no longer
excludes them.
2026-11-07 12:02:18 +01:00

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# 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).