- mpfb_character_export.py: new --pose idle folds the A/T-bind arms down to a relaxed standing rest pose (baked via pose.armature_apply before export); new make_diffuse synthesizes a warm skin-tone diffuse with a darker shorts-suggestive band, replacing the Cycles v2-skin bake that came out black and was slow at 1024^2. - write_png now encodes from img.pixels via numpy (fast) because img.save() writes black for an in-memory image. - Re-exported idle character, re-imported to /Game/Test/Character (138 bones, warm M_Character_Export/T_Character_Diffuse); removed stale T_Skin_Diffuse. - Untracked the review PNGs again: the Screenshots/ gitignore rule had been dropped and the parallel session had committed the PNGs, against the AGENTS.md 'never commit the PNGs' rule. Restored the ignore rule; only Screenshots/README.md stays tracked. - README/roadmap/memory updated; review-01-character re-pended for approval.
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
The script rebuilds Game/GigLine/Content/Test/ReviewMap.umap from the current content, runs the
game on it, lets AGigLineShotActor walk the fixed camera list, 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 and delete retired ones from this folder.
Scene conventions
- Floor: 160 m square, 10 cm thick, top face exactly at Z 0. Anything standing on it has bounds starting at Z 0; the character measures Z 0..83 cm.
- Cubes:
Cube_ScaleTest_Afloats at Z 2 m,Cube_ScaleTest_Brests on the floor. Both are exactly 1 m, so they double as the scale reference. - Lighting: one warm directional key light plus a sky fill. This is the review rig, not the
0.1.0daytime look. - Known limitation: outside the floor there is no geometry, so the horizon is a black band.
Shots
review-00-overview.png — Wide scene overview, approval: ☑ approved 2026-11-07
Character and both cubes on the 160 m floor, camera 7 m up looking north-east. Reads the whole review layout at once.
review-01-character.png — MPFB mannequin, idle pose + warm skin, approval: ☐ pending (regenerated 2026-11-07)
The imported MPFB character at eye height from the south, in a relaxed standing idle pose (arms down, not A-pose) with a warm skin-tone diffuse instead of the grey mannequin. Check the feet meet the plane: the contact shadow joins the soles.
review-02-scale-cubes.png — Scale cubes, approval: ☑ approved 2026-11-07
Both 1 m cubes from the south: the left one floats at 2 m, the right one rests on the floor. Compares cast shadow against contact shadow.
review-03-player-placement.png — Player pawn placement, approval: ☑ approved 2026-11-07
The pawn the game actually spawns (AGigLineCharacter) at the spawn point, with the floating cube behind. Confirms capsule height and where the player lands.
review-04-ground-contact.png — Ground contact detail, approval: ☑ approved 2026-11-07
Low camera, knee height, close on the mannequin's feet. A floating or sinking character is obvious here without measuring.
review-04-hero-facade-front.png — review-04-hero-facade-front, approval: ☑ approved 2026-11-07
review-05-hero-facade-oblique.png — review-05-hero-facade-oblique, approval: ☑ approved 2026-11-07
review-05-shadow-compare.png — Shadow comparison, approval: ☑ approved 2026-11-07
Low angle, both cubes side by side with the character between them. The detached shadow of the floating cube against the grounded one.
review-06-hero-portals.png — Hero façade portals, approval: ☑ approved 2026-11-07
New: generated 2026-11-07 after the portals were rebuilt. Eye height at 8 m, filling the frame with the three doorways, their flights, and the plinth. The doors are now genuine 1.2 m recesses cut through four plinth piers, with stone jambs and lintels standing proud and three mullions in each opening.
What this shot is evidence for: that the entrance is three separate openings with individual flights (not the inherited "eight steps, 12 m wide"), and that the facade stands on Z 0 rather than sinking into the ground.
review-07-hero-facade-front.png — Hero façade, north sidewalk, approval: ☑ approved 2026-11-07
Closer straight-on view from the road side of the building line.
review-08-hero-facade-oblique.png — Hero façade, oblique, approval: ☑ approved 2026-11-07
From the north-west, showing the 12 m body and the column line standing proud of the mass.
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 proportions: six columns at 4.96 m centres across 25.75 m; check the rhythm reads as the photographs do in silhouette.
Known cosmetic issues
- The floor renders with a faint speckle from the
Constant3Vectorwiring inTools/ue_build_review_map.py. Cosmetic only. - The hero façade still has flat Blender colours; surfaces are a later materials pass.
Demo map views (2026-11-07) — ☐ pending
Rendered from /Game/Hollywood/DemoMap, the walkable level rather than the review staging. Cameras are staged by Tools/ue_build_review_map.py and captured with the same shot actor.
| Shot | Shows |
|---|---|
demo/review-00-demo-spawn-view.png |
The player's own spawn view: north sidewalk, 20 m back, the full 14.5 m of the hero façade across the road |
demo/review-01-demo-street-level.png |
Close street level: portals, flights, banners and the colonnade from the road |
demo/review-02-demo-crossing.png |
From the west end looking along the block |
Known issues in this build, visible in the shots and already on the roadmap:
- The façade renders very pale — the Blender materials came across as flat colours with no normal or roughness, so it reads as untextured stone. That is the
0.1.4façade patch, not a lighting bug. - The banners and window panels stand detached from the wall, floating in the colonnade. They are the next modelling pass.
- Terrain carries the sidewalks between the kerb and the building line, so the walkable surface there is the terrain mesh, not a modelled pavement.










