The motto band and moulded surround had the same burial as the medallions: offset 0.06 left their front face at Y -0.44, inside the 1.2 m-deep parapet, so the 'inset panel with a moulded surround' never rendered. Only the inscription (moved to 0.40 in the previous commit) read. - Band recessed at offset 0.34 (Y -0.16), surround proud at 0.43 (Y -0.07), inscription stays 0.40 (Y -0.10). - Band is now light stone (was stone_dark): a dark band at the parapet face would have sat directly behind the dark inscription marks and swallowed them. The reference is dark incised lettering on a pale band. - Removed the dead duplicate 'Hero_MottoBand 0.40' entry - the earlier 0.06 match won, so the 0.40 was silently ignored. Rendered and judged; the advisory judge no longer flags the band.
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.