Files
gig-line/Art
zwitschi bf7dfe1052 feat(hero): sandstone, banners and recessed portals - the material was the missing link
Iterated the loop five times against Art/reference/hero-masonic/. What took the iterations was the material,
not the geometry:

- M_FacadeStone in /Game/Hollywood/Site is the KIT stone; the hero does not use it, so warming it changed
  nothing.
- The hero's materials come from the FBX and live at /Game/Hollywood/ElCapitan/M_Facade_*. Unreal keeps an
  existing material asset when an FBX referencing it is re-imported, so a Blender colour change never
  arrived.
- Deleting those materials before the import broke the mesh's slots: one colour, no banners, no windows.

The working step is tint_imported_materials(): import normally, then author one plain Constant3Vector
material per facade slot with the colour sampled from the reference, and assign it to the matching slot. The
elevation is now warm sandstone with ashlar coursing, three red banners, two window bands and three recessed
portals with steps.

Also: the portal's solid stone reveal z-fought with the door leaf and read as stripes, so the recess is
carried by jambs, lintel and shadow; banners are 1.35 x 6.2 m hung from 7.2 m instead of 1.55 x 5.4.

Loop iteration 5 verdict is still 'no': it wants the carved inscription, medallion relief, a crimson banner
tone and visible window grilles - all recorded as the next iteration. Rows 4-6 are pending review with the
new captures and two comparison plates.
2026-11-10 09:05:48 +01:00
..

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 .blend saves 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.
  • .blend files are LFS-tracked and lockable; pull before editing.