The three hero captures showed a plain block with six columns because every applied detail sat BEHIND the wall's front face, inside the solid mass: Hero_Banner_1 y -1.08..-1.02 (55 cm inside) Hero_Portal_1 y -2.35..-1.15 (2 m inside) Hero_Window_1_1 y -0.60..-0.52 (2 cm inside) The colonnade, cornice and dentils happened to protrude, which is exactly what the shots showed. The depth is now stated once, in hero_facade_build.py: FRONT_Y is the wall's front face and seat_on_front() moves every applied part until its street-facing face sits at FRONT_Y + offset - 8 cm for banners and jambs, 5 cm for entablature and cornice, 3 cm for window panes, 4 cm for mullions, 10 cm for portal signs. It reports what it moved, 99 parts. After re-export, re-import and re-render the front elevation now shows the three red banners, the two window bands, the dentil course and the portals. What is still missing against the reference: rusticated banding on the stone, lettering on the motto band, grilles in the windows, a balustrade on the parapet, and the blank lintel band across the portals that the reference does not have. Rows 4, 5 and 6 are back to pending for review because the images changed.
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.