The reference's most distinctive architectural feature is three lines of incised capitals across the attic. inscription() lays 112 letter marks in three lines, in the shadow stone so they read as dark incisions at 45 m rather than disappearing into a same-colour relief - which is exactly what the first attempt did. Positioning was the lesson: the parapet is 1.2 m deep and stands in FRONT of the wall plane, so marks seated on FRONT_Y were hidden behind it and rendered invisible. They are now seated on the parapet face (FRONT_Y + 0.40), which is where the reference puts the lettering too. Still open in the architectural pass, recorded in TODO.md: medallion relief (the discs are flush and empty), banner lettering (needs a texture, not geometry), and depth on the capitals and window grilles. Rows 4-6 re-rendered and pending.
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
.blendsaves 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.
.blendfiles are LFS-tracked and lockable; pull before editing.