What the first pass got wrong, and what changed: - The mural plates were placed 0.20 m INSIDE the solid blockout volume, so they never rendered. Nothing can be recessed into a solid we do not cut: the inset is now faked by a proud frame with a near-flush plate, and the row reads. - Detail sat 0.05 m off the wall, under a pixel of depth at 40 m. Trim planes now stand 0.10-0.20 m proud, and the parapet became two tiers with deeper reveals. - 6806's parapet started at 0.62 H and left a 4.6 m blank band; the window storey and parapet moved up to follow the photograph. - Security bars on the upper windows, twelve fluted fins on the corner tower. - The trim's stucco/white/glass slots are mapped onto the demo's look materials, so the walls sit in the same noise/texture family as the rest of the block; the colour slots sampled from the photograph stay as authored. - Review camera pulled back and widened to 66 deg so the east end is in frame. - The scene audit caught duplicate RetailTrim_ actors: the demo builder's clear list did not include the new label, so every rebuild stacked another copy. Still open and not fixable by geometry: wall lettering. A plate at 0.10 m does not read at 40 m, so it moves to the 0.9.0 decal route (TODO.md, Screenshots/README.md).
Screenshots — demo-map visual review
Rendered captures of the demo map only — what a player sees when the demo runs. Generated by Tools/render_screenshots.sh; the PNGs are committed so a reviewer sees exactly what the build rendered.
The review staging map (/Game/Test/ReviewMap) is not part of this set: it exists to hold the camera list and the hero detail rig, and it is not what ships.
How to regenerate
Tools/render_screenshots.sh --verify
Stages the demo shot cameras, runs the game on /Game/Hollywood/DemoMap, copies the PNGs into Screenshots/demo/ and then runs Tools/visual_loop.py --verify to check that each shot still shows the content its expectation describes. About a minute.
Status at a glance
Every shot is embedded below, in order, so the whole review happens in this file.
| # | Shot | Verified | Approved |
|---|---|---|---|
| 1 | Spawn view | ☑ 2026-11-09 | ☑ 2026-11-09 |
| 2 | Street level | ☑ 2026-11-09 | ☑ 2026-11-09 |
| 3 | Crossing | ☑ 2026-11-09 | ☑ 2026-11-09 |
| 4 | North buildings | ☑ 2026-11-09 | ☑ 2026-11-09 |
| 5 | Retail frontage | ☑ 2026-11-09 | ☐ pending |
Verified is what --verify reports: the frame is not blank, is the right size, and has tonal range. Approved is the owner's verdict, recorded here. Each shot also has an expectation in Tools/visual_targets.json describing the content it must show.
1. Spawn view
- File:
demo/review-demo-spawn-view.png - View: north sidewalk, 14 m back, level horizon
- Expected content: the whole south block — the neoclassical hero façade between its neighbouring buildings, both sidewalks and the road in the foreground
- Verified: ☑ 2026-11-09 · Approved: ☑ 2026-11-09
2. Street level
- File:
demo/review-demo-street-level.png - View: eye height, north side
- Expected content: the hero colonnade with the adjacent frontage buildings either side, shopfronts at pavement level
- Verified: ☑ 2026-11-09 · Approved: ☑ 2026-11-09
3. Crossing
- File:
demo/review-demo-crossing.png - View: from the north sidewalk along the crosswalk
- Expected content: the designated mid-block crossing (s=130 m, UE X −14956) — zebra bars on the asphalt, south frontage and colonnade behind
- Verified: ☑ 2026-11-09 · Approved: ☑ 2026-11-09
4. North buildings
- File:
demo/review-demo-north-buildings.png - View: across the Boulevard from the south side
- Expected content: the two north-side buildings (TCL Chinese Theatre, Madame Tussaud's), full height in frame
- Verified: ☑ 2026-11-09 · Approved: ☑ 2026-11-09
5. Retail frontage
- File:
demo/review-demo-retail-frontage.png - View: north sidewalk, level horizon, 68° lens
- Expected content: the retail run beside the hero — 6800 Lee Drug's bronze cornice, mural row and parapet next to 6806–6820's burgundy fascia, pilasters and window storey
- Verified: ☑ 2026-11-09 · Approved: ☐ pending
Read this one against the reference photograph it was modelled from: Art/reference/retail-neighbours/01-lee-drug-and-neighbor.jpg (Gb321, CC BY-SA 4.0).
Known gaps in this first pass, recorded rather than hidden:
- The parapet still reads as a blank band. It is now two tiers with three deeper reveals, and the step is visible, but there is no profile or shadow line to break the wall — a moulded coping and a modelled reveal need the
0.9.0façade system. - The mural row now reads (framed plates standing 0.12–0.20 m off the wall), but the lettering band does not: it is a plate at 0.10 m and it disappears at 40 m. Wall lettering is a decal/texture problem, scoped in
0.9.0; no amount of extra plate depth fixed it in the second pass. - The corner tower is a plain cylinder with two cap rings — the stepped Deco profile in the photograph is richer than that.
- The camera crops the east end of Lee Drug at 68° from the north sidewalk.
- 6822 Budget is untouched and still a bare blockout volume: no photograph of it exists.
The iteration loop (uncommitted)
Tools/visual_loop.py measures each capture against its reference photograph and turns the deltas into modelling actions for the Blender skill packs:
python3 Tools/visual_loop.py --compare --iteration 3 # writes Art/reference/iterations/3/
That directory is gitignored: iterations stay uncommitted until a shot is confirmed, and only confirmed shots are promoted into Screenshots/demo/. The feedback file names the affected skill (blender-modeler, archviz, materials, lookdev, camera-cinematography) so the next modelling pass has a starting point rather than an opinion.
Note the comparison is only meaningful when the shot and the reference frame the same subject — a wide block view measured against a tight façade crop will always report low edge similarity.
Scene conventions
- Demo map (
/Game/Hollywood/DemoMap): fixed daytime — sun pitch −62 / yaw 120 (intensity 4, warm), sky light 2.6, sky atmosphere, height fog, fixed exposure. - Cameras: elevation shots sit at their target height (pitch 0, so verticals stay parallel) and use a 42–68° lens to fill the frame from across the street.
- Materials: every surface carries a look-developed material from
Tools/ue_build_demo_map.py— noise-blended base colour, masonry coursing, and a generated texture set (Tools/generate_facade_textures.py) sampled world-aligned. Explicit roughness and specular per surface type.
Known cosmetic issues
- Hero façade renders pale: the stone material is a graph and a texture set, not a scanned surface (the
0.1.4façade pass is in progress). - Banners sit on the column line rather than flush to the wall (they hang on the columns in the photographs, so this is acceptable).
- Between kerb and building line the walkable surface is the terrain mesh, not a modelled pavement.
- The El Capitan Theatre has no marquee or blade sign yet — the feature that makes it read as itself.




