diff --git a/CHANGELOG.md b/CHANGELOG.md index 6c1d97a..c5b859a 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -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 diff --git a/MEMORY.md b/MEMORY.md index 6afbcbf..bd250c2 100644 --- a/MEMORY.md +++ b/MEMORY.md @@ -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, diff --git a/TODO.md b/TODO.md index 0f74bb7..8c4b1bb 100644 --- a/TODO.md +++ b/TODO.md @@ -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 diff --git a/assets/models/blender/manifest.json b/assets/models/blender/manifest.json index 518154f..d2c64a7 100644 --- a/assets/models/blender/manifest.json +++ b/assets/models/blender/manifest.json @@ -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": { diff --git a/assets/models/blender/npc/npc_casual.glb b/assets/models/blender/npc/npc_casual.glb index 7f4ff48..3c43af3 100644 Binary files a/assets/models/blender/npc/npc_casual.glb and b/assets/models/blender/npc/npc_casual.glb differ diff --git a/assets/models/blender/npc/npc_casual_ao.png b/assets/models/blender/npc/npc_casual_ao.png index 7429ec1..facf84c 100644 Binary files a/assets/models/blender/npc/npc_casual_ao.png and b/assets/models/blender/npc/npc_casual_ao.png differ diff --git a/assets/models/blender/npc/npc_coat.glb b/assets/models/blender/npc/npc_coat.glb index c3447e6..a41bb12 100644 Binary files a/assets/models/blender/npc/npc_coat.glb and b/assets/models/blender/npc/npc_coat.glb differ diff --git a/assets/models/blender/npc/npc_coat_ao.png b/assets/models/blender/npc/npc_coat_ao.png index 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a/assets/models/blender/npc/npc_vest_ao.png and b/assets/models/blender/npc/npc_vest_ao.png differ diff --git a/docs/blender-assets.md b/docs/blender-assets.md index 0d2dc62..8f8c991 100644 --- a/docs/blender-assets.md +++ b/docs/blender-assets.md @@ -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, diff --git a/docs/blender_previews/README.md b/docs/blender_previews/README.md index 90e6568..6aa4b84 100644 --- a/docs/blender_previews/README.md +++ b/docs/blender_previews/README.md @@ -48,6 +48,7 @@ Committed contact sheets and local Blender renders for the character, gear and p | sheet_npc_baseline_compare-body.jpg | [`sheet_npc_baseline_compare-body.jpg`](sheet_npc_baseline_compare-body.jpg) | | sheet_npc_baseline_compare-face.jpg | [`sheet_npc_baseline_compare-face.jpg`](sheet_npc_baseline_compare-face.jpg) | | sheet_npc_baseline_compare-torso.jpg | [`sheet_npc_baseline_compare-torso.jpg`](sheet_npc_baseline_compare-torso.jpg) | +| sheet_npc_baseline_compare-face-detail.jpg | [`sheet_npc_baseline_compare-face-detail.jpg`](sheet_npc_baseline_compare-face-detail.jpg) | | sheet_npc_hands_compare.jpg | [`sheet_npc_hands_compare.jpg`](sheet_npc_hands_compare.jpg) | | sheet_npc_gear.jpg | [`sheet_npc_gear.jpg`](sheet_npc_gear.jpg) | | sheet_props.jpg | [`sheet_props.jpg`](sheet_props.jpg) | diff --git a/docs/blender_previews/sheet_npc_baseline_compare-face-detail.jpg b/docs/blender_previews/sheet_npc_baseline_compare-face-detail.jpg new file mode 100644 index 0000000..61d9b0f Binary files /dev/null and b/docs/blender_previews/sheet_npc_baseline_compare-face-detail.jpg differ diff --git a/docs/development-status.md b/docs/development-status.md index 1482e15..3912374 100644 --- a/docs/development-status.md +++ b/docs/development-status.md @@ -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. diff --git a/docs/npc-visual-review.md b/docs/npc-visual-review.md index d70745e..51797ad 100644 --- a/docs/npc-visual-review.md +++ b/docs/npc-visual-review.md @@ -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. diff --git a/tools/blender_assets.py b/tools/blender_assets.py index ec4f469..be391cc 100644 --- a/tools/blender_assets.py +++ b/tools/blender_assets.py @@ -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))