- Screenshots/README.md: collapsed per-shot blurbs into one approved review-map table + one demo-map table; removed the duplicate hero-facade-front/oblique entries (leftovers from an old camera list that duplicated review-07/08) and the trailing duplicate 'known issues' block. - Removed the three orphan PNGs (review-03-first-person, review-04/05 hero-facade) that no longer match the camera list. - ROADMAP.md: fix stale 'review pending' on character and hero-facade items (now approved), and point facade review refs at review-06/07/08.
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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.
Scene conventions
- Floor: 160 m square, top face 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 — the scale reference. - Lighting: one warm key light plus sky fill (review rig, not the
0.1.0daytime look). Beyond the floor is open: the horizon is a black band.
Review-map shots
All ☑ approved 2026-11-07 unless noted.
| File | View | What it shows |
|---|---|---|
review-00-overview.png |
7 m up, NE | Whole review layout: character + both cubes on the floor |
review-01-character.png |
eye height, south | MPFB mannequin, idle pose + warm skin; feet meet the plane |
review-02-scale-cubes.png |
south | Floating vs grounded cube: cast vs contact shadow |
review-03-player-placement.png |
spawn | The AGigLineCharacter pawn, capsule height and landing |
review-04-ground-contact.png |
knee height, feet | Floating/sinking character is obvious here |
review-05-shadow-compare.png |
low angle | Detached (floating) vs touching (grounded) shadows |
review-06-hero-portals.png |
8 m, eye height | Three genuine 1.2 m portal recesses with flights and plinth |
review-07-hero-facade-front.png |
road side, straight-on | Hero façade elevation and column rhythm |
review-08-hero-facade-oblique.png |
north-west | Body depth and column line standing proud of the mass |
Demo-map views
Rendered from /Game/Hollywood/DemoMap, the walkable level.
| File | Approval | What it shows |
|---|---|---|
demo/review-00-demo-spawn-view.png |
☑ | Spawn view: north sidewalk, the hero façade across the road |
demo/review-01-demo-street-level.png |
☑ | Street level: portals, flights, banners, colonnade |
demo/review-02-demo-crossing.png |
needs review | From the west, looking along the block (foreground blocking) |
demo/review-03-demo-north-buildings.png |
☑ | North-side background buildings (TCL, Tussaud's) across the Blvd |
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
Constant3Vectorwiring inTools/ue_build_review_map.py. - Hero façade renders pale — Blender flat colours with no normal/roughness, so
it reads as untextured stone (the
0.1.4façade 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.