Recess NPC eyes and sculpt the jaw and cheeks
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@@ -94,8 +94,8 @@ All eight use the `npc_base` contract, so each one can replace
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`Materials.npc_slot()` tints them the same way it tints `npc_base`.
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- budget ≤ 6000 triangles and ≤ 5000 vertices (glTF vertex count, after seam
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splits; `CHAR_MAX_VERTS` in `tools/blender_assets.py`, raised from 4000 for
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the 2026-11-01 face/hand pass). The current range is 3,984–4,978 triangles
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and 3,793–4,831 vertices.
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the 2026-11-01 face/hand pass). The current range is 3,760–4,754 triangles
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and 3,556–4,574 vertices.
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Construction: the torso and limbs are one continuous Skin-modifier mesh,
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subdivided twice, decimated to 26 % with X symmetry, and cut at the waist, cuffs,
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@@ -46,6 +46,7 @@ Committed contact sheets and local Blender renders for the character, gear and p
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| <img src="sheet_npc_baseline.jpg" width="280" alt="sheet_npc_baseline.jpg"> | [`sheet_npc_baseline.jpg`](sheet_npc_baseline.jpg) |
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| <img src="sheet_npc_baseline_compare-p1.jpg" width="280" alt="sheet_npc_baseline_compare-p1.jpg"> | [`sheet_npc_baseline_compare-p1.jpg`](sheet_npc_baseline_compare-p1.jpg) |
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| <img src="sheet_npc_baseline_compare-body.jpg" width="280" alt="sheet_npc_baseline_compare-body.jpg"> | [`sheet_npc_baseline_compare-body.jpg`](sheet_npc_baseline_compare-body.jpg) |
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| <img src="sheet_npc_baseline_compare-face.jpg" width="280" alt="sheet_npc_baseline_compare-face.jpg"> | [`sheet_npc_baseline_compare-face.jpg`](sheet_npc_baseline_compare-face.jpg) |
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| <img src="sheet_npc_gear.jpg" width="280" alt="sheet_npc_gear.jpg"> | [`sheet_npc_gear.jpg`](sheet_npc_gear.jpg) |
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| <img src="sheet_props.jpg" width="280" alt="sheet_props.jpg"> | [`sheet_props.jpg`](sheet_props.jpg) |
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| <img src="shoulder_bag.png" width="280" alt="shoulder_bag.png"> | [`shoulder_bag.png`](shoulder_bag.png) |
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@@ -40,6 +40,7 @@ Implemented so far:
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- Visual alignment: start/venue menu, pause, settings, shift review, radio, wand, inspection, timeline, HUD target chip/escalation bar, and radial menu now use or match their AI references in `assets/images/ui/`. The runtime art loader (`src/game/ui/art.gd`) falls back cleanly when a file is missing. The wand panel lists the guest's carried items, and multiline HUD/wand strings render real line breaks.
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- NPC neck/shoulder transition (0.9.4 work): the body graph now uses a fuller neck base, a slightly tapered neck top and a lower shoulder root, giving the head/neck/shoulder line a trapezius slope instead of a thin post. The full character library was rebuilt with a final degenerate-face cleanup; the baseline comparison is `sheet_npc_baseline_compare-body.jpg`.
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- NPC face-depth pass (0.9.4 work): sclera are recessed and capped by a thin upper lid, and the separate jaw/cheek spheres are replaced by a chin plate and cheekbones sculpted into the head mesh. The full library was rebuilt; the comparison is `sheet_npc_baseline_compare-face.jpg`.
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- NPC proportion audit (0.9.4 work): `tools/npc_proportions.py` measures all eight GLBs against a stylized height/head/shoulder/hip/torso/leg/arm/foot guide. All variants pass; the head and broad-build silhouettes are the nearest upper bounds. Results are in [`npc-proportion-audit.md`](npc-proportion-audit.md).
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- NPC P1 portrait fixes (0.9.4 work): tourists now hide their photo-pose camera bag outside `photo`/`film` poses, removing the duplicate-backpack silhouette; the backpack gear was rebuilt with flattened, forward chest straps and a fresh AO map. The before/after sheet is [`blender_previews/sheet_npc_baseline_compare-p1.jpg`](blender_previews/sheet_npc_baseline_compare-p1.jpg); the face and remaining clothing/hand work stay open.
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- NPC visual baseline (0.9.4 work): `src/test/capture_npc_baseline.gd` captures all eight library characters from front, three-quarter, profile, back, full-body and crowd views in a neutral studio (48 frames). The criteria, measurements and ranked gaps are in [`npc-visual-review.md`](npc-visual-review.md); the committed sheet is [`blender_previews/sheet_npc_baseline.jpg`](blender_previews/sheet_npc_baseline.jpg). No model changes were made in this baseline step.
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@@ -1,10 +1,12 @@
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# NPC visual baseline and acceptance criteria
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Status: baseline captured 2026-11-02; the first P1 fixes were applied the same
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day (tourist photo-prop visibility and backpack strap geometry). The face pass
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and the remaining body/clothing work are still open. The baseline remains the
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reference for the 0.9.4 NPC visual optimization; the post-fix comparison is
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[`blender_previews/sheet_npc_baseline_compare-p1.jpg`](blender_previews/sheet_npc_baseline_compare-p1.jpg).
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Status: baseline captured 2026-11-02. The first P1 fixes (tourist photo-prop
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visibility, backpack straps), the neck/shoulder transition and the face-depth
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pass are applied. Remaining body/clothing work is open; the baseline remains the
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reference for 0.9.4. Comparison sheets:
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[`sheet_npc_baseline_compare-p1.jpg`](blender_previews/sheet_npc_baseline_compare-p1.jpg),
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[`sheet_npc_baseline_compare-body.jpg`](blender_previews/sheet_npc_baseline_compare-body.jpg)
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and the latest [`sheet_npc_baseline_compare-face.jpg`](blender_previews/sheet_npc_baseline_compare-face.jpg).
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## What was captured
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@@ -98,20 +100,19 @@ From `python3 tools/blender_assets.py fit` and the manifest:
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| Character | Tris | Verts | Head width | Clothing radius | Notable gear clearances |
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| --- | ---: | ---: | ---: | ---: | --- |
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| `npc_casual` | 3,984 | 3,793 | 0.315 m | 0.191 m (hip) | backpack x −0.041, radial −0.162 |
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| `npc_jacket` | 4,384 | 4,130 | 0.315 m | 0.191 m (hip) | lanyard x −0.116, radial +0.023 (runtime +4 cm forward) |
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| `npc_coat` | 4,978 | 4,776 | 0.315 m | 0.225 m (skirt) | sunglasses width ratio 0.641; bag x +0.037, radial −0.130 |
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| `npc_vest` | 4,496 | 4,271 | 0.315 m | 0.191 m (hip) | cap width ratio 1.067 |
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| `npc_dress` | 4,400 | 4,075 | 0.315 m | 0.260 m (skirt) | bag x +0.002, radial −0.095 |
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| `npc_hoodie` | 4,816 | 4,425 | 0.315 m | 0.190 m (hip) | — |
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| `npc_firefighter` | 4,848 | 4,831 | 0.315 m | 0.255 m (skirt) | helmet width ratio 1.651; SCBA x −0.105, radial −0.076 |
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| `npc_guard` | 4,558 | 4,652 | 0.315 m | 0.194 m (hip) | cap width ratio 1.067 |
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| `npc_casual` | 3,760 | 3,556 | 0.315 m | 0.191 m (hip) | backpack x −0.041, radial −0.162 |
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| `npc_jacket` | 4,160 | 3,930 | 0.315 m | 0.191 m (hip) | lanyard x −0.116, radial +0.023 (runtime +4 cm forward) |
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| `npc_coat` | 4,754 | 4,574 | 0.315 m | 0.225 m (skirt) | sunglasses width ratio 0.641; bag x +0.037, radial −0.130 |
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| `npc_vest` | 4,272 | 4,186 | 0.315 m | 0.191 m (hip) | cap width ratio 1.067 |
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| `npc_dress` | 4,176 | 3,863 | 0.315 m | 0.260 m (skirt) | bag x +0.002, radial −0.095 |
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| `npc_hoodie` | 4,592 | 4,187 | 0.315 m | 0.190 m (hip) | — |
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| `npc_firefighter` | 4,624 | 4,487 | 0.315 m | 0.255 m (skirt) | helmet width ratio 1.651; SCBA x −0.105, radial −0.076 |
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| `npc_guard` | 4,334 | 4,456 | 0.315 m | 0.194 m (hip) | cap width ratio 1.067 |
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The widest character is `npc_firefighter` at 4,848 triangles and 4,831 vertices, so
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the current headroom is 1,152 triangles and 169 vertices per character. Any face
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or hand refinement must come out of that budget or replace existing detail. The
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refit backpack measures 380 triangles / 406 vertices; the character and gear
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table above remains valid because the character meshes did not change.
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The widest character is `npc_coat` at 4,754 triangles and 4,574 vertices, so the
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current headroom is 1,246 triangles and 426 vertices per character. Any hand or
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clothing refinement must come out of that budget or replace existing detail. The
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refit backpack measures 380 triangles / 406 vertices.
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## Baseline findings, ranked
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@@ -124,11 +125,12 @@ table above remains valid because the character meshes did not change.
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photo prop is now hidden outside `photo`/`film` poses
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(`photo_prop_visible_for_pose()`), so it only appears when the character is
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actually taking a picture; the after frame confirms one bag at rest.
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2. **The face is the largest portrait gap.** The eyes, nose and lips are
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readable but sit on a shallow, faceted head: the eye whites protrude, the
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eyelid/cheek transition is missing, and the mouth is a dark slot. This is
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intentionally stylized, but the head volume and eye socket are the first
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things a player sees at conversation range.
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2. **Face depth. Fixed 2026-11-02.** The sclera was recessed into the socket and
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wrapped with a thin upper lid; the separate jaw/cheek spheres were replaced
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by a chin plate and cheekbones sculpted into the head mesh. That removes the
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dark intersection rings that read as a beard shadow and keeps the mouth on
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the surface. The mouth bar and low-poly brows remain stylized, but the eye
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socket and jaw/cheek transition now read as one head volume.
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3. **Backpack straps read as rigid black bars. Refit 2026-11-02.** The straps
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were thin round tubes whose chest/waist points sat inside the torso, so only
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fragments showed from the front. They are now flattened bands whose front path
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@@ -182,17 +184,20 @@ python3 tools/npc_baseline.py compare \
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```
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The comparison sheet places the before/after pair for each view side by side.
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The first run is committed as
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[`sheet_npc_baseline_compare-p1.jpg` and `sheet_npc_baseline_compare-body.jpg`](blender_previews/sheet_npc_baseline_compare-p1.jpg);
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keep the baseline sheet as the before artifact and add a new numbered/after
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sheet rather than replacing it.
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The committed runs are
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[`sheet_npc_baseline_compare-p1.jpg`](blender_previews/sheet_npc_baseline_compare-p1.jpg),
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[`sheet_npc_baseline_compare-body.jpg`](blender_previews/sheet_npc_baseline_compare-body.jpg)
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and [`sheet_npc_baseline_compare-face.jpg`](blender_previews/sheet_npc_baseline_compare-face.jpg).
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Keep the baseline sheet as the before artifact and add a new comparison sheet
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rather than replacing it.
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## Next implementation order
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1. Refine the head/eye socket/jaw volume without changing the face direction or
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the five tint slots.
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1. Improve the torso/hip transition and the remaining body-shape variation.
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2. Add a conversation-distance hand/grip capture and fix hand geometry before
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judging hand items.
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3. Audit hems and footwear in walk/sit/block poses.
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4. Re-run the 48-frame baseline, the 96-frame final-context review, the 24-NPC
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4. Refine nose/lip/ear shapes only if the portrait pass still flags them after
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the hands and clothing read cleanly.
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5. Re-run the 48-frame baseline, the 96-frame final-context review, the 24-NPC
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budget and `blender_assets.py audit/fit`; publish the next comparison sheet.
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