Files
gig-line/Screenshots/README.md
T
zwitschi c11cb4caa4 character: idle standing pose and warm skin, not the grey mannequin
- mpfb_character_export.py: new --pose idle folds the A/T-bind arms down to
  a relaxed standing rest pose (baked via pose.armature_apply before export);
  new make_diffuse synthesizes a warm skin-tone diffuse with a darker
  shorts-suggestive band, replacing the Cycles v2-skin bake that came out
  black and was slow at 1024^2.
- write_png now encodes from img.pixels via numpy (fast) because img.save()
  writes black for an in-memory image.
- Re-exported idle character, re-imported to /Game/Test/Character (138 bones,
  warm M_Character_Export/T_Character_Diffuse); removed stale T_Skin_Diffuse.
- Untracked the review PNGs again: the Screenshots/ gitignore rule had been
  dropped and the parallel session had committed the PNGs, against the
  AGENTS.md 'never commit the PNGs' rule. Restored the ignore rule; only
  Screenshots/README.md stays tracked.
- README/roadmap/memory updated; review-01-character re-pended for approval.
2026-11-07 14:11:06 +01:00

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6.1 KiB
Markdown

# Screenshots — visual review
Rendered in-game captures of the current project content, generated by
[`Tools/render_screenshots.sh`](../Tools/render_screenshots.sh). The PNGs are committed alongside
this README so a reviewer sees exactly what the build rendered.
## How to regenerate
```bash
Tools/render_screenshots.sh
```
The script rebuilds `Game/GigLine/Content/Test/ReviewMap.umap` from the current content, runs the
game on it, lets `AGigLineShotActor` walk the fixed camera list, 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 and delete retired ones from this folder.
## Scene conventions
- **Floor**: 160 m square, 10 cm thick, top face exactly at Z 0. Anything standing on it has bounds
starting at Z 0; the character measures Z 0..83 cm.
- **Cubes**: `Cube_ScaleTest_A` floats at Z 2 m, `Cube_ScaleTest_B` rests on the floor. Both are
exactly 1 m, so they double as the scale reference.
- **Lighting**: one warm directional key light plus a sky fill. This is the review rig, not the
`0.1.0` daytime look.
- **Known limitation**: outside the floor there is no geometry, so the horizon is a black band.
## Shots
## review-00-overview.png — Wide scene overview, approval: ☑ approved 2026-11-07
![Wide scene overview](review-00-overview.png)
Character and both cubes on the 160 m floor, camera 7 m up looking north-east. Reads the whole review layout at once.
## review-01-character.png — MPFB mannequin, idle pose + warm skin, approval: ☐ pending (regenerated 2026-11-07)
![MPFB mannequin, idle pose + warm skin](review-01-character.png)
The imported MPFB character at eye height from the south, in a relaxed standing idle pose (arms down, not A-pose) with a warm skin-tone diffuse instead of the grey mannequin. Check the feet meet the plane: the contact shadow joins the soles.
## review-02-scale-cubes.png — Scale cubes, approval: ☑ approved 2026-11-07
![Scale cubes](review-02-scale-cubes.png)
Both 1 m cubes from the south: the left one floats at 2 m, the right one rests on the floor. Compares cast shadow against contact shadow.
## review-03-player-placement.png — Player pawn placement, approval: ☑ approved 2026-11-07
![Player pawn placement](review-03-player-placement.png)
The pawn the game actually spawns (`AGigLineCharacter`) at the spawn point, with the floating cube behind. Confirms capsule height and where the player lands.
## review-04-ground-contact.png — Ground contact detail, approval: ☑ approved 2026-11-07
![Ground contact detail](review-04-ground-contact.png)
Low camera, knee height, close on the mannequin's feet. A floating or sinking character is obvious here without measuring.
## review-04-hero-facade-front.png — review-04-hero-facade-front, approval: ☑ approved 2026-11-07
![review-04-hero-facade-front](review-04-hero-facade-front.png)
## review-05-hero-facade-oblique.png — review-05-hero-facade-oblique, approval: ☑ approved 2026-11-07
![review-05-hero-facade-oblique](review-05-hero-facade-oblique.png)
## review-05-shadow-compare.png — Shadow comparison, approval: ☑ approved 2026-11-07
![Shadow comparison](review-05-shadow-compare.png)
Low angle, both cubes side by side with the character between them. The detached shadow of the floating cube against the grounded one.
## review-06-hero-portals.png — Hero façade portals, approval: ☑ approved 2026-11-07
![Hero façade portals](review-06-hero-portals.png)
New: generated 2026-11-07 after the portals were rebuilt. Eye height at 8 m, filling the frame with the three doorways, their flights, and the plinth. The doors are now genuine 1.2 m recesses cut through four plinth piers, with stone jambs and lintels standing proud and three mullions in each opening.
What this shot is evidence for: that the entrance is three separate openings with individual flights (not the inherited "eight steps, 12 m wide"), and that the facade stands on Z 0 rather than sinking into the ground.
## review-07-hero-facade-front.png — Hero façade, north sidewalk, approval: ☑ approved 2026-11-07
![Hero façade, north sidewalk](review-07-hero-facade-front.png)
Closer straight-on view from the road side of the building line.
## review-08-hero-facade-oblique.png — Hero façade, oblique, approval: ☑ approved 2026-11-07
![Hero façade, oblique](review-08-hero-facade-oblique.png)
From the north-west, showing the 12 m body and the column line standing proud of the mass.
## 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 proportions**: six columns at 4.96 m centres across 25.75 m; check the rhythm reads as the
photographs do in silhouette.
## Known cosmetic issues
- The floor renders with a faint speckle from the `Constant3Vector` wiring in
`Tools/ue_build_review_map.py`. Cosmetic only.
- The hero façade still has flat Blender colours; surfaces are a later materials pass.
## Demo map views (2026-11-07) — ☐ pending
Rendered from `/Game/Hollywood/DemoMap`, the walkable level rather than the review staging. Cameras are staged by `Tools/ue_build_review_map.py` and captured with the same shot actor.
| Shot | Shows |
| --- | --- |
| `demo/review-00-demo-spawn-view.png` | The player's own spawn view: north sidewalk, 20 m back, the full 14.5 m of the hero façade across the road |
| `demo/review-01-demo-street-level.png` | Close street level: portals, flights, banners and the colonnade from the road |
| `demo/review-02-demo-crossing.png` | From the west end looking along the block |
Known issues in this build, visible in the shots and already on the roadmap:
- The façade renders very pale — the Blender materials came across as flat colours with no normal or roughness, so it reads as untextured stone. That is the `0.1.4` façade patch, not a lighting bug.
- The banners and window panels stand detached from the wall, floating in the colonnade. They are the next modelling pass.
- Terrain carries the sidewalks between the kerb and the building line, so the walkable surface there is the terrain mesh, not a modelled pavement.