The invisible-vehicle defect is closed. Shot 9 now shows the car instead of an empty road. Tools/vehicle_from_template.py converts Art/blender/vehicle/hot hatch.blend into UE-ready assets, following two skills: vehicle-artist - systems split (body 113k tris, trim 10.5k, glass 20.5k, lights 18.6k, wheels 47.8k), one UCX_ hull 1.45 x 3.94 x 0.76 m, two decimated LODs at 39.7k and 13.6k. unreal-export - scale normalised to a documented 4.05 m hot hatch before export (the template measures 7.26 m, factor 0.5579), then verified after import: body bounds 1.51 x 4.02 x 1.22 m against the 4.05 m target. Staged as five plain StaticMeshActors, because the earlier probe proved those render while the same meshes attached to the vehicle pawn do not. Open and recorded rather than hidden: judge_screenshot returns verdict=no confidence=0.9 - the silhouette does not read as a hot hatch from this angle and the car floats slightly. The likely causes are a system misclassification in the template conversion and an origin-height error of a few centimetres.
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.