Fix the worker torso/crown holes, transplant proper brows, widen the rest-arm clearance
Full build / Import + headless tests (push) Successful in 42s
Full build / Full desktop build + optional release (push) Skipped

This commit is contained in:
zwitschi committed 2026-11-06 14:28:57 +01:00
1 parent c8875a3dfa
commit 3ab7577634
32 files changed
+356 -120

No files matched your search

+26
View File
@@ -870,6 +870,32 @@ regressing gear fit, budget or readability.
upstream hivis vest and hard hat. All twelve built, AO-baked and committed (`a6ccd86`).
- [ ] Add the modular part library (hair styles, outfits) so the roster regains the silhouette
variety the twelve procedural meshes had; three shared meshes is the current ceiling.
### Owner review findings (2026-11-06)
Review page: [`docs/npc-visual-review.md`](docs/npc-visual-review.md). The owner signed the roster
off **with follow-ups** and rejected checklist rows 3 (faces at portrait), 4 (hands and hand-held
gear) and 5 (head gear on the skull).
- [x] Worker torso holes on `npc_guard`: the build deleted `Worker_Vest`, which on the modular
Worker *is* the torso. Fixed by mapping it to `cloth` instead of deleting it.
- [x] Worker crown hole on `npc_firefighter`/`npc_crowd_d`: the deleted `Worker_Yellow` hat was
the crown of the skull. Fixed by keeping it and splitting the material at z 1.65 (crown →
`hair`, vest stripes → `cloth`).
- [x] Unibrow on `npc_guard`/`npc_vest`/`npc_crowd_d`: the Worker `Eyebrows` bar is cut out and
the hoodie's two brows are transplanted onto the Worker head (`DONOR_BROWS`).
- [-] Arm/torso intersection on `npc_dress`/`npc_jacket`/`npc_crowd_a`/`npc_crowd_d`: the baked
rest now aims the upper arm 7° out from vertical. Verified clear on the `casual` base; a
light clip remains on `worker`, so this needs either a wider angle or a per-base shoulder
offset.
- [ ] Worker crown still reads as a hard hat: the shape is upstream geometry, so it needs the
modular hair/cap library (or a carved brim) instead of a tint.
- [ ] Eyes and brows still read as one heavy dark mass at portrait distance (checklist row 3).
- [ ] Head gear still does not sit on the skull convincingly (row 5): the firefighter helmet brim
is 1.55× the head width and the cap sits high.
- [ ] Hand-held gear is still authored for the old hand (row 4): the `npc_vest` clipboard and the
`npc_dress` performer sign are oversized, and the sign floats beside the body because
`_add_props()` places it at a fixed rig offset instead of on the hand proxy.
- [-] Build one asset family per commit, AO-baked and re-imported; never run a no-op full-library
rebuild. Use the concept + vision-judge loop for head/outfit decisions and record model,
prompt and spend. (Roster family landed in one commit because the three sources share one