Record the MakeHuman-head build outcome in the review doc and TODO
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@@ -86,12 +86,12 @@ the rest of §C remains the broad review checklist.
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geometry — not a sphere with floating facial balls. Use loop-based eye sockets/lids, a
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readable nose bridge/tip/ala, a mouth with upper/lower lip volumes, ears with concha depth,
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and brow/cheek/jaw planes that survive the 256² AO bake.
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`tools/npc_parts.py build --part head_proto` built the displacement shell (sockets, nose,
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lips, chin, brow, ears) but the AI-judged rework (concept + judge, see
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`docs/3d-model-review.md` §AI-driven head rework) shows it oscillates between "egg" and
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"spiky" at ~3/5. The judge's decisive result: **ship the decimated MakeHuman head**
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(1,573 tris, nose/chin/jaw landmarks) plus the project's separate eye/mouth/brow pieces. The
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displacement `_head_proto` is a rejected variant; the MakeHuman head is the new base.
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Outcome (AI-judged, 2026-11-04): the displacement shell oscillated egg/spiky at ~3/5; the
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judge picked the **decimated MakeHuman head**. That head is now built as `_makehuman_head`
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(`build_character(head="mh")`, `npc_parts.py build --part head_mh`): committed CC0 source
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`assets/models/blender_src/makehuman_head.glb` + project sclera/iris/lids/brows/mouth;
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assembled `npc_casual` passes `inspect` (14 bones, no issues). Remaining polish: weld the
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eye/brow pieces into the head shell and add a skull-conforming hair cap (owner-gated rollout).
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- [x] Compare two or three subdivision/loop variants at 1.85 m front/three-quarter/profile and a
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1.5 m portrait. Pick the variant that reads best before changing all 12 characters; keep the
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rejected variants local.
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