- Hero cornice finished: projecting corona over a 52-dentil course (0.18 x 0.30 x 0.22 m at 0.45 m centres) so the top of the order has a shadow line instead of one flat box. Hero 3044 tris / 148 parts, still 14.50 m; rebuilt, re-imported, DemoMap rebuilt, packaged -qaselftest all PASS, screenshots re-rendered. - CHANGELOG: full 0.1.2 entry (added: concept generator, FBX preset, facade probe, Ionic detail, tool tests; changed: 3.1 m storey height, 53.1% colonnade, smoothing groups; fixed: floating windows, flat medallions, missing facade collision, the three non-building heights). - TODO: 0.1.2 section removed (goal stays in ROADMAP, whose status line is updated). - MEMORY: release record incl. the recorded ornament assumptions.
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.