Files
gig-line/Art
zwitschi 160e9144f9 fix(hero): export smoothing groups; give the facade real collision
UE export hygiene (unreal-export skill checklist) plus a gameplay defect the new
probe caught:

- FBX export now uses mesh_smooth_type="FACE" (was OFF, which is why every import
  logged "No smoothing group information was found"), and the round parts are
  shaded with shade_smooth_by_angle(35 deg) before export, so columns and
  medallions read round instead of faceted.
- SM_HeroFacade had complex-only collision, so capsule sweeps and line traces
  passed through the wall: the player could walk through the hero facade.
  auto_generate_collision was tried and rejected (coarse hulls bulged into the
  street; the QA wall probe went 0/35 -> 2/35). It now uses UseComplexAsSimple,
  saved on the asset, like the terrain.
- New -qaselftest facade occlusion probe: 40 m traces sideways from the road
  centre at walking height, required only where a building is staged (explicit X
  spans mirroring ue_build_demo_map). Result 0/9 -> PASS, alongside transect
  0 holes and wall probe 0/35.

Docs: release-checks records the probe and both collision attempts; Tools/README
lists the new phase; MEMORY records the smoothing/collision lessons.
2026-11-08 17:53:31 +01:00
..

Art

Editable sources and original textures. Exported, game-ready output goes to Game/Content/.

Layout (as content arrives)

Path Contents
Art/blender/ .blend sources, one file per building or asset family
Art/textures/ Original texture sources before baking or compression
Art/reference/ Reference photography, local only, gitignored — never committed. Fetch with Tools/commons_fetch.py; what it is evidence for goes in Docs/reference-notes-hollywood.md

Rules

  • Every .blend saves with a real-world metric scene scale. No exceptions; scale drift is the main source of import defects.
  • Named export presets only. Record the preset name and its settings next to the asset that used it.
  • Textures enter as a documented source (author, licence, source URL) and are listed in ../THIRD_PARTY_NOTICES.md.
  • Reference photography is never committed and never shipped. It is evidence, not content. Licensing is not a gate for local private development, but anything that would derive from a reference in a shipped asset needs a licensing decision before release.
  • .blend files are LFS-tracked and lockable; pull before editing.