Solidify thickness went from 1 cm to 2 cm and the shell is fattened 8 mm along its own normals afterwards. That closed the shoulders, hips and knees where the body was showing through the cloth. Evaluation against the blueprint, same shot and box before and after: mean deltaE 31.9 -> 21.8 palette deltaE 25.4 -> 19.7 aspect delta 1.24 -> 1.22 Also fixes a crash I introduced: binding the materials in Tick used ConstructorHelpers::FObjectFinder, which is fatal outside a constructor - the game died with 'FObjectFinders can't be used outside of constructors' and the render run failed with signal 11. The binding now lives in BeginPlay and uses LoadObject. Not fixed, and recorded: the arms and face still render neutral grey, so M_Character_Skin itself is suspect rather than the assignment.
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.