Files
gig-line/Screenshots/README.md
T
zwitschi 45a206e45f materials: look-developed surface materials for every exported asset
Replaces the flat Constant3Vector fills with a procedural material set built in
ensure_material(): base colour blended between two shades by world-space noise
for large-scale variation, plus explicit roughness and specular so each surface
type reads.

- M_Asphalt 0.92, M_Concrete 0.88, M_KerbConcrete 0.85, M_Ground 0.98,
  M_RoadPaint 0.62, M_FacadeStone 0.72, M_Stucco 0.86
- Site meshes take their material by mesh name; the hero facade and the two
  north-side buildings take theirs by actor label, so they are covered even
  though other scripts stage them.
- Materials are deleted and rebuilt on every run, so a look change cannot be
  masked by a stale asset.

Screenshots re-rendered: the facade reads as warm stone with surface variation,
asphalt as dark asphalt with grain, concrete and kerbs lighter, and the north
buildings in stucco instead of flat grey.

Docs: Screenshots/README documents the material set; TODO marks the item done
and leaves the richer texture-based pass to the 0.1.4 facade patch.
2026-11-07 19:53:39 +01:00

6.3 KiB
Raw Blame History

Screenshots — visual review

Rendered in-game captures of the current project content, generated by Tools/render_screenshots.sh. The PNGs are committed alongside this README so a reviewer sees exactly what the build rendered.

How to regenerate

Tools/render_screenshots.sh

Rebuilds Game/GigLine/Content/Test/ReviewMap.umap from current content, runs the game on it (and on the DemoMap for the walkable views), walks the fixed camera list via AGigLineShotActor, captures each shot, copies the PNGs here and exits — about a minute. The camera list lives in Tools/ue_build_review_map.py; add new shots there, remove retired ones here.

Naming: shots use their stable camera name (no index prefix), so adding or reordering cameras never renumbers files or orphans the old ones. Click an image for the full-size PNG.

Shot list

All ☑ approved 2026-11-07.

# File Preview Map View What it shows
1 review-overview.png overview Review 7 m up, NE Whole review layout: character + both cubes on the floor
2 review-character.png character Review eye height, south MPFB mannequin, idle pose + warm skin; feet meet the plane
3 review-scale-cubes.png scale cubes Review south Floating vs grounded cube: cast vs contact shadow
4 review-player-placement.png player placement Review spawn The AGigLineCharacter pawn, capsule height and landing
5 review-npc-prefab.png npc prefab Review mid, west The AGigLineNPCPerson prefab: collision capsule + visible MPFB body, feet on Z 0
6 review-ground-contact.png ground contact Review knee height, feet Floating/sinking character is obvious here
7 review-shadow-compare.png shadow compare Review low angle Detached (floating) vs touching (grounded) shadows
8 review-hero-portals.png hero portals Review 8 m, eye height Three genuine 1.2 m portal recesses with flights and plinth
9 review-hero-facade-front.png hero facade front Review road side, straight-on Hero façade elevation and column rhythm
10 review-hero-facade-oblique.png hero facade oblique Review north-west Body depth and column line standing proud of the mass
11 demo/review-demo-spawn-view.png spawn view Demo spawn point Spawn view from the north sidewalk: the hero façade across the road under fixed daytime light
12 demo/review-demo-street-level.png street level Demo eye height, north side The façade colonnade and columns, sunlit with cast shadows
13 demo/review-demo-crossing.png crossing Demo along the crosswalk The designated mid-block crossing at s=130 m (UE X -14956): three continental zebra bars on the asphalt, kerbs flushed to ramps
14 demo/review-demo-north-buildings.png north buildings Demo across the Blvd North-side background buildings (TCL, Tussaud's), lit against the sky

Scene conventions

  • Review map (/Game/Test/ReviewMap): 160 m floor, top face at Z 0; the character measures Z 0..83 cm. One warm key light plus sky fill.
  • Cubes: Cube_ScaleTest_A rests on the floor, Cube_ScaleTest_B floats at Z 2 m; both are exactly 1 m — the scale reference.
  • Demo map (/Game/Hollywood/DemoMap): fixed daytime — sun at pitch −50 / yaw 120 (intensity 4, warm), sky light 2.6, sky atmosphere, height fog, fixed exposure.
  • Materials: every exported surface carries a look-developed material built in Tools/ue_build_demo_map.py (ensure_material) because Blender's flat diffuse colours do not survive the FBX → Unreal import. Each has an explicit roughness and a subtle world-space noise blend between two shades: M_Asphalt (0.92), M_Concrete (0.88), M_KerbConcrete (0.85), M_Ground (0.98), M_RoadPaint (0.62), M_FacadeStone (0.72) and M_Stucco (0.86) for the north-side buildings.
  • Lighting is dynamic-only (r.AllowStaticLighting=False, all lights Movable), so no lighting build is ever required.
  • Attribution overlay: every shot carries the required ODbL credit in the bottom-left (© OpenStreetMap contributors / Data © OpenStreetMap contributors, ODbL 1.0 — openstreetmap.org/copyright), drawn by AGigLineHUD. Screenshots are requested with the UI shown so the obligation is visible in review.

What to look for

  • Ground contact: feet meet the plane with no gap and no shadow seam.
  • Scale: everything checks against the 1 m cubes.
  • Façade rhythm: six columns at 4.96 m across 25.75 m should read as the photographs in silhouette.

Known cosmetic issues

  • Floor speckle from the Constant3Vector wiring in Tools/ue_build_review_map.py.
  • Hero façade renders pale — Blender flat colours with no normal/roughness, so it reads as untextured stone (the 0.1.4 façade patch, not a lighting bug).
  • Banners and window panels float detached from the colonnade wall (next modelling pass).
  • Between kerb and building line, the walkable surface is the terrain mesh, not a modelled pavement.