Record the MakeHuman final-body swap and its remaining retopology refinement
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@@ -71,8 +71,14 @@ an active track; ADR-0015 (CC0 / CC-BY with attribution) still governs every int
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Vision-reviewed: arms hang down and the silhouette + slot regions read, but the 1.63× arm warp
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Vision-reviewed: arms hang down and the silhouette + slot regions read, but the 1.63× arm warp
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distorts the deltoid/shoulder (spiky/warped), the decimated hands are blocky, and the slot
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distorts the deltoid/shoulder (spiky/warped), the decimated hands are blocky, and the slot
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boundaries are rough — these are the refinement steps below.
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boundaries are rough — these are the refinement steps below.
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- [ ] Re-run `inspect`/`audit`/`fit`/proportions and the 24-NPC budget after each intake; keep the
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- [x] Head/hands/feet swap (`makehuman_final.py`): cut the decimated MakeHuman head/hands/feet and
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procedural generator as the fallback until a MakeHuman variant ships.
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joined the project's `_face`/`_hair`/`_hands_and_shoes`, then re-weighted/re-UV'd. Contract
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passes: 6,407 / 8,000 tris, 6,651 / 8,000 verts, 14 bones, skinned, five slots, no issues.
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Vision-reviewed: the head now reads as a realistic face, the hands as detailed fingers and
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the shoes as attached. Remaining (manual retopology): a 1.63× arm-scale warp still distorts
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the deltoid/shoulder, stray hand blobs linger at the hips, shirt/shirt seams are rough, and
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the head-neck junction has a shadow gap. The procedural generator stays the shipped fallback
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until these are cleaned in an editor session.
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## 3D model and local map re-evaluation
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## 3D model and local map re-evaluation
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