Measured from the built mesh, the colonnade (columns + capitals) was 6.90 m of the 14.50 m elevation = 47.6 %: the entablature (3.40 m) and parapet (2.20 m) were using 5.60 m of the height. Thinned both to 3.00 m and 1.80 m in hero_facade_build.py, which lifts the colonnade to 7.70 m = 53.1 % - inside the 50-60 % band - with the envelope, motto band and medallions unchanged relative to the parapet. Hero rebuilt, re-imported (bounds 2604 x 1257 x 1450 cm), DemoMap rebuilt and the screenshot set re-rendered for review. Hero part report updated (columns 7.45 -> 8.25 m, entablature 3.40 -> 3.00 m). TODO: colonnade item closed. MEMORY records the FBX-vs-blend --out gotcha.
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.