Refine the NPC nose, mouth and ears
No files matched your search
@@ -19,6 +19,8 @@ Semantic Versioning.
|
||||
the hips, so shirts and jackets sit less like straight tubes.
|
||||
- Character hands now have a wider palm, bent fingers with rounded tips and a
|
||||
separate thumb instead of flat bars.
|
||||
- Character noses gained ala wings and a smaller bridge/tip, the mouth is a
|
||||
rounded slot, and the ears have a darker inner concha.
|
||||
|
||||
### Fixed
|
||||
|
||||
|
||||
@@ -96,11 +96,16 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
0.150→0.146, chest 0.170→0.168, upper chest 0.172→0.170. This is a subtle shirt taper, not a
|
||||
skeleton change; all proportions pass and `sheet_npc_baseline_compare-torso.jpg` records it.
|
||||
Max character is 4,754 tris / 4,584 verts.
|
||||
- **NPC face-detail pass (0.9.4, 2026-11-02):** Nose tip radius reduced to 0.022 with ala wings,
|
||||
the two dark lip boxes became one shallow `Mouth` sphere (two blobs read as a moustache), and the
|
||||
ears gained a dark `EarInner` concha. All eight rebuilt; current counts are 4,226–5,218 tris /
|
||||
4,119–5,240 verts under the 8,000/8,000 cap. Sheet:
|
||||
`sheet_npc_baseline_compare-face-detail.jpg`.
|
||||
- **NPC hand pass (0.9.4, 2026-11-02):** palm radius 0.046 at z .742, scale (.80,.62,.88);
|
||||
fingers are `tube` paths from z .758 to .681–.694 with tip spheres, thumb is a bent tube. The
|
||||
optional hand capture is `capture_npc_baseline.gd -- --view=hand` (8 frames, baseline stays 48).
|
||||
`npc_firefighter` is at 4,948 verts; the library cap is now 8,000 (see the character-mesh-cap
|
||||
decision above), so the remaining face/grip/clothing detail can use real headroom. Grip offsets
|
||||
`npc_firefighter` is at 5,240 verts after the face-detail pass; the library cap is 8,000 (see
|
||||
the character-mesh-cap decision above), so grip/clothing detail still has headroom. Grip offsets
|
||||
remain open.
|
||||
- **UI flow smoke (2026-11-02):** `smoke_ui_flows.gd` boots the real scene and
|
||||
exercises inspection allow/deny, normal vs emergency radio, Help filtering,
|
||||
|
||||
@@ -110,8 +110,9 @@ and equipment fit.
|
||||
sculpted into the head mesh; no separate jaw/cheek spheres or AO intersection rings.)
|
||||
- [x] Improve brow/eye-socket depth and eyelid/iris readability without turning the low-poly face
|
||||
into a noisy mesh. (Recessed sclera, thin upper lid; `sheet_npc_baseline_compare-face.jpg`.)
|
||||
- [ ] Refine the nose bridge/tip, lips and ear shape; keep the five tint slots and face direction
|
||||
unchanged.
|
||||
- [x] Refine the nose bridge/tip, lips and ear shape; keep the five tint slots and face direction
|
||||
unchanged. (Ala wings, smaller tip, one rounded mouth slot, darker ear concha; all eight
|
||||
rebuilt. `sheet_npc_baseline_compare-face-detail.jpg`.)
|
||||
- [ ] Audit hair caps, fringes, side locks, buns and beard silhouettes for gaps, intersections and
|
||||
obvious scalp seams; keep hair color in the tintable slot.
|
||||
- [ ] Verify hats/hoods/sunglasses/helmets still clear the refined brow, ears and hair; update gear
|
||||
|
||||
@@ -453,7 +453,7 @@
|
||||
"max": [
|
||||
0.321,
|
||||
1.824,
|
||||
0.185
|
||||
0.181
|
||||
],
|
||||
"min": [
|
||||
-0.321,
|
||||
@@ -467,8 +467,8 @@
|
||||
"skin",
|
||||
"cloth",
|
||||
"pants",
|
||||
"eye_white",
|
||||
"accessory",
|
||||
"eye_white",
|
||||
"hair",
|
||||
"rubber"
|
||||
],
|
||||
@@ -487,15 +487,15 @@
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 4042,
|
||||
"vertices": 3894
|
||||
"triangles": 4226,
|
||||
"vertices": 4119
|
||||
},
|
||||
"npc_coat": {
|
||||
"bounds_godot": {
|
||||
"max": [
|
||||
0.332,
|
||||
1.824,
|
||||
0.185
|
||||
0.181
|
||||
],
|
||||
"min": [
|
||||
-0.332,
|
||||
@@ -509,8 +509,8 @@
|
||||
"skin",
|
||||
"cloth",
|
||||
"pants",
|
||||
"eye_white",
|
||||
"accessory",
|
||||
"eye_white",
|
||||
"hair",
|
||||
"rubber"
|
||||
],
|
||||
@@ -528,8 +528,8 @@
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 5034,
|
||||
"vertices": 4814
|
||||
"triangles": 5218,
|
||||
"vertices": 4975
|
||||
},
|
||||
"npc_dress": {
|
||||
"bounds_godot": {
|
||||
@@ -550,8 +550,8 @@
|
||||
"skin",
|
||||
"cloth",
|
||||
"pants",
|
||||
"eye_white",
|
||||
"accessory",
|
||||
"eye_white",
|
||||
"hair",
|
||||
"rubber"
|
||||
],
|
||||
@@ -567,8 +567,8 @@
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 4460,
|
||||
"vertices": 4191
|
||||
"triangles": 4644,
|
||||
"vertices": 4439
|
||||
},
|
||||
"npc_firefighter": {
|
||||
"bounds_godot": {
|
||||
@@ -589,8 +589,8 @@
|
||||
"skin",
|
||||
"cloth",
|
||||
"pants",
|
||||
"eye_white",
|
||||
"accessory",
|
||||
"eye_white",
|
||||
"hair",
|
||||
"hivis",
|
||||
"reflective",
|
||||
@@ -608,15 +608,15 @@
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 4904,
|
||||
"vertices": 4948
|
||||
"triangles": 5088,
|
||||
"vertices": 5240
|
||||
},
|
||||
"npc_guard": {
|
||||
"bounds_godot": {
|
||||
"max": [
|
||||
0.361,
|
||||
1.819,
|
||||
0.185
|
||||
0.181
|
||||
],
|
||||
"min": [
|
||||
-0.361,
|
||||
@@ -630,8 +630,8 @@
|
||||
"skin",
|
||||
"cloth",
|
||||
"pants",
|
||||
"eye_white",
|
||||
"accessory",
|
||||
"eye_white",
|
||||
"hair",
|
||||
"rubber",
|
||||
"leather",
|
||||
@@ -652,15 +652,15 @@
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 4606,
|
||||
"vertices": 4679
|
||||
"triangles": 4790,
|
||||
"vertices": 4865
|
||||
},
|
||||
"npc_hoodie": {
|
||||
"bounds_godot": {
|
||||
"max": [
|
||||
0.326,
|
||||
1.856,
|
||||
0.185
|
||||
0.181
|
||||
],
|
||||
"min": [
|
||||
-0.326,
|
||||
@@ -674,8 +674,8 @@
|
||||
"skin",
|
||||
"cloth",
|
||||
"pants",
|
||||
"eye_white",
|
||||
"accessory",
|
||||
"eye_white",
|
||||
"hair",
|
||||
"rubber"
|
||||
],
|
||||
@@ -693,15 +693,15 @@
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 4864,
|
||||
"vertices": 4506
|
||||
"triangles": 5048,
|
||||
"vertices": 4712
|
||||
},
|
||||
"npc_jacket": {
|
||||
"bounds_godot": {
|
||||
"max": [
|
||||
0.332,
|
||||
1.824,
|
||||
0.185
|
||||
0.181
|
||||
],
|
||||
"min": [
|
||||
-0.332,
|
||||
@@ -715,8 +715,8 @@
|
||||
"skin",
|
||||
"cloth",
|
||||
"pants",
|
||||
"eye_white",
|
||||
"accessory",
|
||||
"eye_white",
|
||||
"hair",
|
||||
"rubber"
|
||||
],
|
||||
@@ -734,15 +734,15 @@
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 4432,
|
||||
"vertices": 4265
|
||||
"triangles": 4616,
|
||||
"vertices": 4447
|
||||
},
|
||||
"npc_vest": {
|
||||
"bounds_godot": {
|
||||
"max": [
|
||||
0.321,
|
||||
1.819,
|
||||
0.185
|
||||
0.181
|
||||
],
|
||||
"min": [
|
||||
-0.321,
|
||||
@@ -756,8 +756,8 @@
|
||||
"skin",
|
||||
"cloth",
|
||||
"pants",
|
||||
"eye_white",
|
||||
"accessory",
|
||||
"eye_white",
|
||||
"hair",
|
||||
"rubber",
|
||||
"hivis",
|
||||
@@ -775,8 +775,8 @@
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 4540,
|
||||
"vertices": 4503
|
||||
"triangles": 4724,
|
||||
"vertices": 4713
|
||||
},
|
||||
"palm_tree": {
|
||||
"bounds_godot": {
|
||||
|
||||
|
Before Width: | Height: | Size: 63 KiB After Width: | Height: | Size: 63 KiB |
|
Before Width: | Height: | Size: 64 KiB After Width: | Height: | Size: 65 KiB |
|
Before Width: | Height: | Size: 66 KiB After Width: | Height: | Size: 68 KiB |
|
Before Width: | Height: | Size: 70 KiB After Width: | Height: | Size: 71 KiB |
|
Before Width: | Height: | Size: 65 KiB After Width: | Height: | Size: 65 KiB |
|
Before Width: | Height: | Size: 57 KiB After Width: | Height: | Size: 58 KiB |
|
Before Width: | Height: | Size: 65 KiB After Width: | Height: | Size: 65 KiB |
|
Before Width: | Height: | Size: 61 KiB After Width: | Height: | Size: 61 KiB |
@@ -96,8 +96,8 @@ All eight use the `npc_base` contract, so each one can replace
|
||||
variants (vertex count after seam splits; `CHAR_MAX_TRIS`/`CHAR_MAX_VERTS` in
|
||||
`tools/blender_assets.py`, raised from 6,000/5,000 on 2026-11-02). The frozen
|
||||
`npc_base` fallback keeps its original 6,000/4,000 contract. The current range
|
||||
is 4,042–5,034 triangles and 3,894–4,948 vertices, leaving room for the
|
||||
remaining face, grip and clothing detail.
|
||||
is 4,226–5,218 triangles and 4,119–5,240 vertices, leaving room for the
|
||||
remaining grip and clothing detail.
|
||||
|
||||
Construction: the torso and limbs are one continuous Skin-modifier mesh,
|
||||
subdivided twice, decimated to 26 % with X symmetry, and cut at the waist, cuffs,
|
||||
|
||||
@@ -48,6 +48,7 @@ Committed contact sheets and local Blender renders for the character, gear and p
|
||||
| <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) |
|
||||
| <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) |
|
||||
| <img src="sheet_npc_baseline_compare-torso.jpg" width="280" alt="sheet_npc_baseline_compare-torso.jpg"> | [`sheet_npc_baseline_compare-torso.jpg`](sheet_npc_baseline_compare-torso.jpg) |
|
||||
| <img src="sheet_npc_baseline_compare-face-detail.jpg" width="280" alt="sheet_npc_baseline_compare-face-detail.jpg"> | [`sheet_npc_baseline_compare-face-detail.jpg`](sheet_npc_baseline_compare-face-detail.jpg) |
|
||||
| <img src="sheet_npc_hands_compare.jpg" width="280" alt="sheet_npc_hands_compare.jpg"> | [`sheet_npc_hands_compare.jpg`](sheet_npc_hands_compare.jpg) |
|
||||
| <img src="sheet_npc_gear.jpg" width="280" alt="sheet_npc_gear.jpg"> | [`sheet_npc_gear.jpg`](sheet_npc_gear.jpg) |
|
||||
| <img src="sheet_props.jpg" width="280" alt="sheet_props.jpg"> | [`sheet_props.jpg`](sheet_props.jpg) |
|
||||
|
||||
|
After Width: | Height: | Size: 297 KiB |
@@ -42,7 +42,8 @@ Implemented so far:
|
||||
- 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`.
|
||||
- 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`.
|
||||
- NPC torso/hip transition (0.9.4 work): the pelvis and chest are slightly wider than the waist, giving shirts and jackets a readable taper into the hips without changing the build multipliers or the skeleton. The comparison is `sheet_npc_baseline_compare-torso.jpg`.
|
||||
- NPC mesh budget (0.9.4 work): the eight library variants now have an 8,000-triangle / 8,000-glTF-vertex cap (up from 6,000/5,000); the `npc_base` fallback remains 6,000/4,000. Current characters measure 4,042–5,034 triangles and 3,894–4,948 vertices.
|
||||
- NPC mesh budget (0.9.4 work): the eight library variants now have an 8,000-triangle / 8,000-glTF-vertex cap (up from 6,000/5,000); the `npc_base` fallback remains 6,000/4,000. Current characters measure 4,226–5,218 triangles and 4,119–5,240 vertices.
|
||||
- NPC face-detail pass (0.9.4 work): ala wings and a smaller nose bridge/tip, one rounded mouth slot, and a darker ear concha; all eight rebuilt. The comparison is `sheet_npc_baseline_compare-face-detail.jpg`.
|
||||
- NPC hand pass (0.9.4 work): wider, shallower palms; four two-segment bent fingers with rounded tips and a separate bent thumb; optional `--view=hand` capture at 0.80 m. The hand comparison is `sheet_npc_hands_compare.jpg`; item grip offsets remain open.
|
||||
- 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).
|
||||
- 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.
|
||||
|
||||
@@ -8,6 +8,7 @@ Comparison sheets:
|
||||
[`sheet_npc_baseline_compare-p1.jpg`](blender_previews/sheet_npc_baseline_compare-p1.jpg),
|
||||
[`sheet_npc_baseline_compare-body.jpg`](blender_previews/sheet_npc_baseline_compare-body.jpg)
|
||||
the latest [`sheet_npc_baseline_compare-torso.jpg`](blender_previews/sheet_npc_baseline_compare-torso.jpg),
|
||||
the face-detail pass [`sheet_npc_baseline_compare-face-detail.jpg`](blender_previews/sheet_npc_baseline_compare-face-detail.jpg),
|
||||
and the conversation-distance hand pass
|
||||
[`sheet_npc_hands_compare.jpg`](blender_previews/sheet_npc_hands_compare.jpg).
|
||||
|
||||
@@ -115,17 +116,17 @@ From `python3 tools/blender_assets.py fit` and the manifest:
|
||||
|
||||
| Character | Tris | Verts | Head width | Clothing radius | Notable gear clearances |
|
||||
| --- | ---: | ---: | ---: | ---: | --- |
|
||||
| `npc_casual` | 4,042 | 3,894 | 0.315 m | 0.191 m (hip) | backpack x −0.041, radial −0.162 |
|
||||
| `npc_jacket` | 4,432 | 4,265 | 0.315 m | 0.191 m (hip) | lanyard x −0.116, radial +0.023 (runtime +4 cm forward) |
|
||||
| `npc_coat` | 5,034 | 4,814 | 0.315 m | 0.225 m (skirt) | sunglasses width ratio 0.641; bag x +0.037, radial −0.130 |
|
||||
| `npc_vest` | 4,540 | 4,503 | 0.315 m | 0.191 m (hip) | cap width ratio 1.067 |
|
||||
| `npc_dress` | 4,460 | 4,191 | 0.315 m | 0.260 m (skirt) | bag x +0.002, radial −0.095 |
|
||||
| `npc_hoodie` | 4,864 | 4,506 | 0.315 m | 0.190 m (hip) | — |
|
||||
| `npc_firefighter` | 4,904 | 4,948 | 0.315 m | 0.255 m (skirt) | helmet width ratio 1.651; SCBA x −0.105, radial −0.076 |
|
||||
| `npc_guard` | 4,606 | 4,679 | 0.315 m | 0.194 m (hip) | cap width ratio 1.067 |
|
||||
| `npc_casual` | 4,226 | 4,119 | 0.315 m | 0.191 m (hip) | backpack x −0.041, radial −0.162 |
|
||||
| `npc_jacket` | 4,616 | 4,447 | 0.315 m | 0.191 m (hip) | lanyard x −0.116, radial +0.023 (runtime +4 cm forward) |
|
||||
| `npc_coat` | 5,218 | 4,975 | 0.315 m | 0.225 m (skirt) | sunglasses width ratio 0.641; bag x +0.037, radial −0.130 |
|
||||
| `npc_vest` | 4,724 | 4,713 | 0.315 m | 0.191 m (hip) | cap width ratio 1.067 |
|
||||
| `npc_dress` | 4,644 | 4,439 | 0.315 m | 0.260 m (skirt) | bag x +0.002, radial −0.095 |
|
||||
| `npc_hoodie` | 5,048 | 4,712 | 0.315 m | 0.190 m (hip) | — |
|
||||
| `npc_firefighter` | 5,088 | 5,240 | 0.315 m | 0.255 m (skirt) | helmet width ratio 1.651; SCBA x −0.105, radial −0.076 |
|
||||
| `npc_guard` | 4,790 | 4,865 | 0.315 m | 0.194 m (hip) | cap width ratio 1.067 |
|
||||
|
||||
`npc_coat` is widest at 5,034 triangles (2,966 below the 8,000 cap);
|
||||
`npc_firefighter` is closest on vertices at 4,948 (3,052 below the 8,000 cap).
|
||||
`npc_coat` is widest at 5,218 triangles (2,782 below the 8,000 cap);
|
||||
`npc_firefighter` is closest on vertices at 5,240 (2,760 below the 8,000 cap).
|
||||
The refit backpack measures 380 triangles / 406 vertices.
|
||||
|
||||
## Baseline findings, ranked
|
||||
@@ -139,12 +140,13 @@ The refit backpack measures 380 triangles / 406 vertices.
|
||||
photo prop is now hidden outside `photo`/`film` poses
|
||||
(`photo_prop_visible_for_pose()`), so it only appears when the character is
|
||||
actually taking a picture; the after frame confirms one bag at rest.
|
||||
2. **Face depth. Fixed 2026-11-02.** The sclera was recessed into the socket and
|
||||
wrapped with a thin upper lid; the separate jaw/cheek spheres were replaced
|
||||
by a chin plate and cheekbones sculpted into the head mesh. That removes the
|
||||
dark intersection rings that read as a beard shadow and keeps the mouth on
|
||||
the surface. The mouth bar and low-poly brows remain stylized, but the eye
|
||||
socket and jaw/cheek transition now read as one head volume.
|
||||
2. **Face depth and detail. Fixed 2026-11-02.** The sclera was recessed into the
|
||||
socket and wrapped with a thin upper lid; the separate jaw/cheek spheres were
|
||||
replaced by a chin plate and cheekbones sculpted into the head mesh. The nose
|
||||
now has ala wings and a smaller bridge/tip, the mouth is one rounded slot
|
||||
instead of a flat bar, and the ears have a darker concha. That removes the
|
||||
dark intersection rings and the moustache-like read at portrait distance; the
|
||||
low-poly brows remain stylized.
|
||||
3. **Backpack straps read as rigid black bars. Refit 2026-11-02.** The straps
|
||||
were thin round tubes whose chest/waist points sat inside the torso, so only
|
||||
fragments showed from the front. They are now flattened bands whose front path
|
||||
@@ -206,6 +208,7 @@ The committed runs are
|
||||
[`sheet_npc_baseline_compare-body.jpg`](blender_previews/sheet_npc_baseline_compare-body.jpg)
|
||||
and [`sheet_npc_baseline_compare-face.jpg`](blender_previews/sheet_npc_baseline_compare-face.jpg).
|
||||
The transition pass is [`sheet_npc_baseline_compare-torso.jpg`](blender_previews/sheet_npc_baseline_compare-torso.jpg).
|
||||
The face-detail pass is [`sheet_npc_baseline_compare-face-detail.jpg`](blender_previews/sheet_npc_baseline_compare-face-detail.jpg).
|
||||
The hand pass is [`sheet_npc_hands_compare.jpg`](blender_previews/sheet_npc_hands_compare.jpg).
|
||||
Keep the baseline sheet as the before artifact and add a new comparison sheet
|
||||
rather than replacing it.
|
||||
@@ -217,7 +220,5 @@ rather than replacing it.
|
||||
2. Add the remaining body-shape variation between variants and re-measure the
|
||||
LOD/impostor silhouettes.
|
||||
3. Audit hems and footwear in walk/sit/block poses.
|
||||
4. Refine nose/lip/ear shapes only if the portrait pass still flags them after
|
||||
the hands and clothing read cleanly.
|
||||
5. Re-run the 48-frame baseline, the 96-frame final-context review, the 24-NPC
|
||||
4. Re-run the 48-frame baseline, the 96-frame final-context review, the 24-NPC
|
||||
budget and `blender_assets.py audit/fit`; publish the next comparison sheet.
|
||||
@@ -774,14 +774,19 @@ def _face(mats, spec):
|
||||
# nose: bridge and ball (nostrils were cut to stay inside the vertex budget)
|
||||
parts.append(cyl("NoseBridge", 0.016, 0.022, 0.06, (0, -0.145, 1.652), skin, seg=8,
|
||||
rot=(math.radians(-72), 0, 0), smooth=True))
|
||||
parts.append(sphere("NoseTip", 0.024, (0, -0.163, 1.616), skin, seg=10, rings=6,
|
||||
scale=(1.0, 0.9, 0.85)))
|
||||
parts.append(sphere("NoseTip", 0.022, (0, -0.162, 1.615), skin, seg=10, rings=6,
|
||||
scale=(1.0, 0.85, 0.80)))
|
||||
for s in (-1.0, 1.0):
|
||||
# ear with a lobe, and one crease so it is not a flat disc
|
||||
# Ala widen the nose base into a small triangle rather than a ball.
|
||||
parts.append(sphere("NoseWing", 0.011, (0.015 * s, -0.160, 1.606), skin,
|
||||
seg=6, rings=4, scale=(1.0, 0.65, 0.75)))
|
||||
# Ear with a lobe and a darker concha; the old disc had no depth cue.
|
||||
parts.append(sphere("Ear", 0.036, (0.143 * s, 0.008, 1.63), skin, seg=8, rings=5,
|
||||
scale=(0.42, 1.0, 1.35)))
|
||||
parts.append(sphere("EarLobe", 0.018, (0.142 * s, -0.005, 1.605), skin, seg=8,
|
||||
rings=5, scale=(0.45, 1.0, 0.9)))
|
||||
parts.append(sphere("EarInner", 0.013, (0.149 * s, -0.003, 1.633), acc,
|
||||
seg=6, rings=4, scale=(0.28, 0.65, 0.90)))
|
||||
# Eye: recess the sclera into the socket, then wrap it with skin lids.
|
||||
# The old white ball sat ~1 cm proud of the head; this keeps the iris
|
||||
# readable without the doll-like bulge.
|
||||
@@ -798,9 +803,11 @@ def _face(mats, spec):
|
||||
parts.append(box("Brow", (0.055, 0.014, 0.012), (0.052 * s, -0.143, 1.699), hair,
|
||||
rot=(0, 0.14 * s, 0.0)))
|
||||
# lips: upper and lower instead of a single bar
|
||||
parts.append(box("LipUpper", (0.052, 0.012, 0.008), (0, -0.156, 1.588), acc,
|
||||
rot=(math.radians(6), 0, 0)))
|
||||
parts.append(box("LipLower", (0.046, 0.012, 0.009), (0, -0.154, 1.578), acc))
|
||||
# One rounded mouth slot instead of two flat boxes. Two dark lip blobs read
|
||||
# as a moustache at portrait distance; a single shallow oval keeps the mouth
|
||||
# line without adding a second dark mass.
|
||||
parts.append(sphere("Mouth", 0.028, (0, -0.158, 1.583), acc, seg=8, rings=5,
|
||||
scale=(1.0, 0.28, 0.12)))
|
||||
if spec.get("beard"):
|
||||
parts.append(sphere("Beard", 0.105, (0, -0.06, 1.55), hair, seg=12, rings=8,
|
||||
scale=(1.0, 0.9, 0.75), cut_below=-0.2))
|
||||
|
||||