Refine the head prototype: flatten face plane, taper jaw, nose/chin relief, fix ear-displacement sign
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zwitschi committed 2026-11-04 14:36:53 +01:00
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@@ -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, 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. 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) 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. into sockets, a nose bridge/tip/ala, upper/lower lips, a chin bump and ears; the eyeballs stay
Vision-judged (iteration 2): the nose + ear now protrude in profile, but the cranium still separate. Five vision-judged iterations later (see `docs/3d-model-review.md` §Head prototype):
reads as a "ball with a nose". Next: flatten the face plane, taper the jaw/chin, widen the the nose/mouth/chin/ear now read, but the forehead plane, ear helix definition and the
nose bridge, and shape the back of the skull before the 1.5 m/1.85 m comparison. 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 - [ ] 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 1.5 m portrait. Pick the variant that reads best before changing all 12 characters; keep the
rejected variants local. rejected variants local.
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@@ -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 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`. 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 Iteration log (vision-judged, profile view):
−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. 1. Initial displacement too subtle — read as a "ball with props".
Next refinement before the 1.5 m/1.85 m comparison: flatten the face plane, taper the jaw/chin, 2. Nose + ear visible in profile but the cranium still read as a "ball with a nose".
widen the nose bridge, and shape the back of the skull. 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 ## Scorecard skeleton
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@@ -105,11 +105,22 @@ def _head_proto(mats, spec):
skin, acc, hair = mats["skin"], mats["accessory"], mats["hair"] skin, acc, hair = mats["skin"], mats["accessory"], mats["hair"]
white = ba.material("eye_white", textured_solid=True) white = ba.material("eye_white", textured_solid=True)
head = ba.sphere("HeadShell", 0.155, (0, 0, 1.635), skin, seg=48, rings=26, 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 ba._shape_head_mesh(head) # brow ridge + cheekbone + jaw/chin planes
bm = ba.bmesh.new() bm = ba.bmesh.new()
bm.from_mesh(head.data) 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: for v in bm.verts:
x, y, z = v.co x, y, z = v.co
ax = abs(x) 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) v.co.y += 0.018 * (1.0 - r / 0.036) # recess inward (+y)
elif r < 0.046: elif r < 0.046:
v.co.y -= 0.010 * (1.0 - (r - 0.036) / 0.010) # rim forward v.co.y -= 0.010 * (1.0 - (r - 0.036) / 0.010) # rim forward
# --- nose: bridge/tip protrusion plus ala wings --- # --- nose: a wide bridge/tip with ala wings, not a spike ---
if y < 0 and ax < 0.048: if y < 0 and ax < 0.075:
band = max(0.0, 1.0 - abs(z - 1.628) / 0.052) # 1.576..1.680 band = max(0.0, 1.0 - abs(z - 1.632) / 0.055) # 1.577..1.687
if band > 0: if band > 0:
tip = max(0.0, 1.0 - abs(z - 1.615) / 0.022) tip = max(0.0, 1.0 - abs(z - 1.615) / 0.032)
v.co.y -= (0.035 * tip + 0.012 * (band - tip)) * (1.0 - ax / 0.048) 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): 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: 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 --- # --- mouth: recessed line + upper/lower lip volumes ---
if y < 0 and ax < 0.030: if y < 0 and ax < 0.030:
if abs(z - 1.583) < 0.012: if abs(z - 1.583) < 0.012:
@@ -138,17 +159,17 @@ def _head_proto(mats, spec):
v.co.y -= 0.014 # upper lip v.co.y -= 0.014 # upper lip
if abs(z - 1.577) < 0.010: if abs(z - 1.577) < 0.010:
v.co.y -= 0.018 # fuller lower lip 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: for v in bm.verts:
x, y, z = v.co x, y, z = v.co
for s in (-1.0, 1.0): r = math.hypot((z - 1.60) / 0.055, (y - 0.002) / 0.045)
r = math.hypot((z - 1.63) / 0.055, (y - 0.008) / 0.045) near = abs(x) - 0.138
near = abs(x) - 0.140 sign = 1.0 if x >= 0 else -1.0
if -0.02 < near < 0.05 and r < 1.0: if -0.02 < near < 0.055 and r < 1.0:
if r < 0.35: if r < 0.35:
v.co.x -= 0.014 * (1.0 - r / 0.35) * s # concha recess (inward) v.co.x -= 0.016 * (1.0 - r / 0.35) * sign # concha recess (inward)
else: else:
v.co.x += 0.028 * (1.0 - r) * s # helix rim outward v.co.x += 0.034 * (1.0 - r) * sign # helix rim outward
bm.normal_update() bm.normal_update()
bm.to_mesh(head.data) bm.to_mesh(head.data)
bm.free() bm.free()