Files
gig-line/Art
zwitschi 878d5a1f4e fix(clothing): close the coverage holes, and bind materials without crashing
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.
2026-11-09 13:50:21 +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.