Detail the NPC avatars and finish the realism follow-ups
Blender library - Rebuild the face: sclera, iris and upper lid per eye, brow ridge, cheekbones, nose bridge and tip, ears with lobes, split upper/lower lips. - Give each hand four fingers plus a thumb and end every sleeve in a cuff ring. - Raise CHAR_MAX_VERTS 4000 -> 5000 (16 avatars still cost ~6.9 ms of a 50 ms frame), decimate the body to 26 %; characters are now 3,974-5,026 tris and 3,744-4,807 verts. Rebuild all 8 variants and re-bake their AO maps. Capture tooling - Add a `portrait` stage to capture_realism.gd: freeze one NPC, park the crowd out of frame, stand the subject on open sidewalk, turn it into the camera and put the guard on the sunlit side. New --portrait-type=N picks the role. - Add the npc_portrait_day concept and map the shot to it, so avatar detail is scored against a portrait instead of a wide street frame. Flashlight - Drop the fake additive beam (Materials.light_beam + the cone mesh): on GL Compatibility a first-person camera inside the cone renders it as a filled disc with a bright far ring. Keep the tight spot (14 deg, 20 m, energy 4.2) and its headless test; the visible shaft is now planned behind a Forward+ preset. Docs and task tracking - Move the finished realism follow-ups (ground exposure, flashlight, NPC detail, judge re-check) to DONE.md and expand TODO.md with step-by-step plans for NPC gear fit, venue geometry plus the committed gallery, and the Forward+ preset. - Record the decisions, gotchas and portrait recipe in MEMORY.md; update the Blender contract, the concept README and the capture section of README.md. - Refresh the gallery captures affected by the avatar rebuild. Checks: headless 228/228, Python 86/86, blender_assets audit exit 0, scene_concepts audit all GOOD, screen_designs compare 11 good / 0 bad, smoke_npc_budget OK, boot clean (only the known headless mesh warning).
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@@ -20,6 +20,13 @@ file here; they are saved as `<name>-vN.png`.
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| `entrance_steps_podium` | granite steps, handrails, glass doors, the check-in podium |
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| `crowd_barrier_line` | steel barriers, a red carpet, a crowd with depth-of-field haze |
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| `responder_arrival_wide` | fire engine, turnout gear, red/blue light spill on wet pavement |
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| `npc_portrait_day` | close portrait of a pedestrian: skin with visible pores and stubble, fabric weave, shallow depth of field. The bar for an avatar close-up, not for the crowd shots |
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The `npc_portrait` capture in `capture_realism.gd` is staged, not posed by the
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crowd: it freezes one NPC on an open patch of sidewalk, parks the rest of the
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crowd out of frame, turns the subject into the camera and stands the guard on the
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sunlit side. It is the only shot where a face fills the frame, so it is the one to
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eyeball after an avatar change (`docs/screens/realism/2026-11-01-npc/`).
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Cross-cutting targets, for comparison with the 2026-11-01 captures in
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`docs/screens/realism/2026-11-01-v2/sheet.jpg`:
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