Record the MakeHuman-head build outcome in the review doc and TODO
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@@ -250,6 +250,13 @@ it keeps the nose/chin/jaw landmarks at a fraction of the cost, while the proced
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separate eye/mouth/brow pieces for readability, not the displacement shell. The displacement
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`_head_proto` stays local as a rejected variant.
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**Built (2026-11-04):** `_makehuman_head` in `blender_assets.py` imports the committed
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`assets/models/blender_src/makehuman_head.glb` (CC0, attributed in `CREDITS.md`), collapses it to
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one skin slot, bisects + caps the ragged neck, and adds the project sclera/iris/lids/brows/mouth
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at the MakeHuman landmarks. `build_character(name, head="mh")` assembles it; the result passes
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`inspect` (14 bones, skinned, no issues). The judge reads the face ~3.5/5; remaining polish is
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welding the added eye/brow pieces into the head shell and a skull-conforming hair cap.
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### Head subdivision comparison (2026-11-04)
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Three `head_proto` variants at UV-sphere segments 24/48/64 were rendered at 1.85 m and 1.5 m in
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