Refine the NPC nose, mouth and ears
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zwitschi committed 2026-11-02 19:29:19 +01:00
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@@ -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,
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@@ -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) |
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@@ -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.
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@@ -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.