Banner lettering (JIMMY KIMMEL LIVE): new Tools/gen/generate_banner_texture.py draws the exact title with Pillow + Liberation Sans Bold - an image model would mangle a trademark string, and Qwen-Image 2.1 is research-only. Gold JIMMY / KIMMEL / LIVE stacked on a crimson ground. ue_hero_facade_import.py generalises import_albedo to import_texture and wires the banner into M_Facade_Banner_Ref as Base Color (tiling 1.0), replacing the flat dark tint with a brighter red per the owner's 'less dark, more bright'. Re-rendered all three ReviewMap staging shots (front, oblique, portals) and updated their Screenshots/README.md status rows. The hero facade rework is now closed at 'surface detail that reads at 45 m'. The remaining elevation work - volute capital depth, lattice grille depth, and the full realism pass - is deferred to 0.9.0 per the owner, and the 0.9.0 hero item records the hand-off.
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.