Record the MakeHuman-head build outcome in the review doc and TODO
Full build / Import + headless tests (push) Successful in 46s
Full build / Full desktop build + optional release (push) Skipped

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zwitschi committed 2026-11-04 15:19:10 +01:00
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@@ -86,12 +86,12 @@ the rest of §C remains the broad review checklist.
geometry — not a sphere with floating facial balls. Use loop-based eye sockets/lids, a
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.
`tools/npc_parts.py build --part head_proto` built the displacement shell (sockets, nose,
lips, chin, brow, ears) but the AI-judged rework (concept + judge, see
`docs/3d-model-review.md` §AI-driven head rework) shows it oscillates between "egg" and
"spiky" at ~3/5. The judge's decisive result: **ship the decimated MakeHuman head**
(1,573 tris, nose/chin/jaw landmarks) plus the project's separate eye/mouth/brow pieces. The
displacement `_head_proto` is a rejected variant; the MakeHuman head is the new base.
Outcome (AI-judged, 2026-11-04): the displacement shell oscillated egg/spiky at ~3/5; the
judge picked the **decimated MakeHuman head**. That head is now built as `_makehuman_head`
(`build_character(head="mh")`, `npc_parts.py build --part head_mh`): committed CC0 source
`assets/models/blender_src/makehuman_head.glb` + project sclera/iris/lids/brows/mouth;
assembled `npc_casual` passes `inspect` (14 bones, no issues). Remaining polish: weld the
eye/brow pieces into the head shell and add a skull-conforming hair cap (owner-gated rollout).
- [x] 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.