diff --git a/TODO.md b/TODO.md index f81a244..9a7c428 100644 --- a/TODO.md +++ b/TODO.md @@ -85,10 +85,10 @@ the rest of §C remains the broad review checklist. readable nose bridge/tip/ala, a mouth with upper/lower lip volumes, ears with concha depth, and brow/cheek/jaw planes that survive the 256² AO bake. In progress: `tools/npc_parts.py build --part head_proto` displaces the shell (seg 48/rings 26) - into sockets, a nose bridge/tip/ala, upper/lower lips and ears; the eyeballs stay separate. - Vision-judged (iteration 2): the nose + ear now protrude in profile, but the cranium still - reads as a "ball with a nose". Next: flatten the face plane, taper the jaw/chin, widen the - nose bridge, and shape the back of the skull before the 1.5 m/1.85 m comparison. + into sockets, a nose bridge/tip/ala, upper/lower lips, a chin bump and ears; the eyeballs stay + separate. Five vision-judged iterations later (see `docs/3d-model-review.md` §Head prototype): + the nose/mouth/chin/ear now read, but the forehead plane, ear helix definition and the + jawline-to-neck step still need work before the 1.5 m/1.85 m comparison. - [ ] Compare two or three subdivision/loop variants at 1.85 m front/three-quarter/profile and a 1.5 m portrait. Pick the variant that reads best before changing all 12 characters; keep the rejected variants local. diff --git a/docs/3d-model-review.md b/docs/3d-model-review.md index 8eec6ab..383ba67 100644 --- a/docs/3d-model-review.md +++ b/docs/3d-model-review.md @@ -217,11 +217,19 @@ head sphere is displaced (not floating spheres) into eye sockets with an orbital bridge/tip/ala, upper/lower lip volumes, and extruded ears with a concha recess; the eyeballs stay separate. Local renders live under `tmp/npc-parts/npc_casual/head_proto_*.png`. -Vision-judged after two iterations: the nose and ear now protrude in profile (mesh y-min -−0.186 vs the −0.155 shell front), but the cranium still reads as a "ball with a nose" — the -face plane is not flattened, the jaw/chin does not taper, and the nose reads as a narrow spike. -Next refinement before the 1.5 m/1.85 m comparison: flatten the face plane, taper the jaw/chin, -widen the nose bridge, and shape the back of the skull. +Iteration log (vision-judged, profile view): + +1. Initial displacement too subtle — read as a "ball with props". +2. Nose + ear visible in profile but the cranium still read as a "ball with a nose". +3. Added face-plane flatten + jaw/chin taper; taper read, but "~90% sphere". +4. Stronger flatten + nose + chin; nose now reads, jawline still dissolves into the skull. +5. Fixed an ear-displacement sign bug (the ± side loop cancelled the helix); the ear now + protrudes (x ±0.155 vs the ±0.139 shell) but reads as a soft blob. + +Current state (~3/5 human-head read): the nose, mouth notch, chin bump and ear bulge read, but +three refinements remain before the 1.5 m/1.85 m comparison — a flat forehead with a brow +step, a defined helix/lobe on the ear, and a jawline that steps back to the neck (the neck is +part of `_skin_body`, so the standalone head will always lack it). ## Scorecard skeleton diff --git a/tools/npc_parts.py b/tools/npc_parts.py index beeb94d..b921661 100644 --- a/tools/npc_parts.py +++ b/tools/npc_parts.py @@ -105,11 +105,22 @@ def _head_proto(mats, spec): skin, acc, hair = mats["skin"], mats["accessory"], mats["hair"] white = ba.material("eye_white", textured_solid=True) head = ba.sphere("HeadShell", 0.155, (0, 0, 1.635), skin, seg=48, rings=26, - scale=(0.92, 1.0, 1.12)) + scale=(0.90, 0.96, 1.08)) ba._shape_head_mesh(head) # brow ridge + cheekbone + jaw/chin planes bm = ba.bmesh.new() bm.from_mesh(head.data) + # Pass 1: skull shape — flatten the face plane and taper the jaw/chin so the + # head stops reading as an egg. + for v in bm.verts: + x, y, z = v.co + if y < -0.03 and 1.44 < z < 1.76: + v.co.y = -0.13 + (y + 0.13) * 0.10 # flatten the forward bulge + if z < 1.58: + taper = max(0.0, 1.0 - (1.58 - z) / 0.12) + v.co.x *= 1.0 - 0.16 * taper # narrow the lower face + + # Pass 2: features on the flattened face. for v in bm.verts: x, y, z = v.co ax = abs(x) @@ -120,16 +131,26 @@ def _head_proto(mats, spec): v.co.y += 0.018 * (1.0 - r / 0.036) # recess inward (+y) elif r < 0.046: v.co.y -= 0.010 * (1.0 - (r - 0.036) / 0.010) # rim forward - # --- nose: bridge/tip protrusion plus ala wings --- - if y < 0 and ax < 0.048: - band = max(0.0, 1.0 - abs(z - 1.628) / 0.052) # 1.576..1.680 + # --- nose: a wide bridge/tip with ala wings, not a spike --- + if y < 0 and ax < 0.075: + band = max(0.0, 1.0 - abs(z - 1.632) / 0.055) # 1.577..1.687 if band > 0: - tip = max(0.0, 1.0 - abs(z - 1.615) / 0.022) - v.co.y -= (0.035 * tip + 0.012 * (band - tip)) * (1.0 - ax / 0.048) + tip = max(0.0, 1.0 - abs(z - 1.615) / 0.032) + v.co.y -= (0.060 * tip + 0.018 * max(0.0, band - tip)) \ + * (1.0 - ax / 0.075) for s in (-1.0, 1.0): - ar = math.hypot((x - 0.017 * s) / 0.011, (z - 1.606) / 0.011) + ar = math.hypot((x - 0.024 * s) / 0.014, (z - 1.604) / 0.013) if ar < 1.0: - v.co.y -= 0.018 * (1.0 - ar) + v.co.y -= 0.022 * (1.0 - ar) + # --- chin: a distinct forward bump below the mouth --- + if y < 0 and ax < 0.040: + chin = max(0.0, 1.0 - abs(z - 1.548) / 0.022) + if chin > 0: + v.co.y -= 0.030 * chin + # jaw step: recess just below the chin so it reads as a chin-to-neck + step = max(0.0, 1.0 - abs(z - 1.516) / 0.014) + if step > 0: + v.co.y += 0.012 * step # --- mouth: recessed line + upper/lower lip volumes --- if y < 0 and ax < 0.030: if abs(z - 1.583) < 0.012: @@ -138,17 +159,17 @@ def _head_proto(mats, spec): v.co.y -= 0.014 # upper lip if abs(z - 1.577) < 0.010: v.co.y -= 0.018 # fuller lower lip - # --- ears: extrude outward with a concha recess --- + # --- ears: extrude outward with a concha recess, lower (brow-to-nose band) --- for v in bm.verts: x, y, z = v.co - for s in (-1.0, 1.0): - r = math.hypot((z - 1.63) / 0.055, (y - 0.008) / 0.045) - near = abs(x) - 0.140 - if -0.02 < near < 0.05 and r < 1.0: - if r < 0.35: - v.co.x -= 0.014 * (1.0 - r / 0.35) * s # concha recess (inward) - else: - v.co.x += 0.028 * (1.0 - r) * s # helix rim outward + r = math.hypot((z - 1.60) / 0.055, (y - 0.002) / 0.045) + near = abs(x) - 0.138 + sign = 1.0 if x >= 0 else -1.0 + if -0.02 < near < 0.055 and r < 1.0: + if r < 0.35: + v.co.x -= 0.016 * (1.0 - r / 0.35) * sign # concha recess (inward) + else: + v.co.x += 0.034 * (1.0 - r) * sign # helix rim outward bm.normal_update() bm.to_mesh(head.data) bm.free()