The first card build anchored every card on a fixed outward vector, so the silhouette was a spiked crown. Each card is now oriented from the scalp normal at its anchor: the length runs along the downward tangent, the width across it, and a small tip lift gives the cut volume. Three overlapping rows (7/9/10) replace the single ring; overlap is what stops cards reading as separate spikes. 26 cards, 401 verts, 224 quads, 468 tris, still all quads on one head bone. Recorded as still open: the skin renders darker than the baked diffuse suggests, and the generated pore and strand textures remain unwired because the material-editing tool segfaults in the headless commandlet.
Game
The Unreal project lives at Game/GigLine/GigLine.uproject once created. Nothing here yet.
What gets committed
Config/— engine and project settings, including the quality presets used for release checksSource/— C++ modulesContent/—0.1.0map, materials, meshes; LFS-trackedGigLine.uproject
What does not
Binaries/, Intermediate/, Saved/, DerivedDataCache/ — all generated. .gitignore covers them; do not add exceptions.
Engine
Installed outside the repository. Its path and exact version are recorded in ../Docs/toolchain.md. Nothing in this directory may assume a machine-specific engine path; the documented build procedure is ../Docs/build.md.