Fix the worker torso/crown holes, transplant proper brows, widen the rest-arm clearance
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@@ -18,6 +18,10 @@ capture harnesses.
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| [](sheet_npc_baseline_compare-tex256.jpg) <br> `sheet_npc_baseline_compare-tex256.jpg` | 128 -> 256 px NPC slot maps on the same camera. |
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| [](sheet_npc_baseline_compare-texuv.jpg) <br> `sheet_npc_baseline_compare-texuv.jpg` | 4x fabric weave with the baked per-character AO removed. |
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| [](sheet_npc_baseline_compare-torso.jpg) <br> `sheet_npc_baseline_compare-torso.jpg` | Torso/hip taper without changing the skeleton or build multipliers. |
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| [](sheet_npc_roster_0.9.9.jpg) <br> `sheet_npc_roster_0.9.9.jpg` | 0.9.9 shipped roster: all twelve roles on the CC0 Quaternius bases, full body. |
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| [](sheet_npc_roster_views_0.9.9.jpg) <br> `sheet_npc_roster_views_0.9.9.jpg` | 0.9.9 roster: front and profile per role, for silhouette and gear placement. |
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| [](sheet_npc_roster_poses_0.9.9.jpg) <br> `sheet_npc_roster_poses_0.9.9.jpg` | 0.9.9 roster: idle, seated and walk-contact poses on six representative roles. |
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| [](sheet_npc_roster_crowd_0.9.9.jpg) <br> `sheet_npc_roster_crowd_0.9.9.jpg` | 0.9.9 roster at the 8 m crowd distance a player actually sees. |
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| [](sheet_npc_crowd_prototypes.jpg) <br> `sheet_npc_crowd_prototypes.jpg` | Four approved crowd-variety looks queued for the 12-character roster. |
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| [](sheet_npc_gear.jpg) <br> `sheet_npc_gear.jpg` | Eighteen gear pieces authored in attach space: caps, hood, helmet, bags, tanks, lanyards and handheld items. |
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| [](sheet_npc_hands_compare.jpg) <br> `sheet_npc_hands_compare.jpg` | Hand pass: wider palms, segmented fingers and a separate thumb. |
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@@ -45,19 +45,44 @@ straight into `TODO.md`.
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| # | Question | Verdict |
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| --- | --- | --- |
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| 1 | Do the twelve characters read as distinct people at 8 m? | ☐ yes ☐ no |
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| 2 | Is the head size right for the body (no bobblehead, no pinhead)? | ☐ yes ☐ no |
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| 3 | Do the faces hold up at portrait distance? | ☐ yes ☐ no |
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| 4 | Do the hands and the hand-held gear (camera, cup, clipboard, sign) read correctly? | ☐ yes ☐ no |
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| 5 | Does the head gear (cap, hood, sunglasses, firefighter helmet) sit on the skull? | ☐ yes ☐ no |
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| 6 | Are the role outfits believable for a Hollywood-boulevard shift (tourist, delivery, guard, responder)? | ☐ yes ☐ no |
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| 7 | Are the seeded tint palettes acceptable, or too pastel/saturated? | ☐ yes ☐ no |
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| 8 | Do the seated and walking poses hold up? | ☐ yes ☐ no |
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| 1 | Do the twelve characters read as distinct people at 8 m? | [x] yes [ ] no |
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| 2 | Is the head size right for the body (no bobblehead, no pinhead)? | [x] yes [ ] no |
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| 3 | Do the faces hold up at portrait distance? | [ ] yes [x] no |
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| 4 | Do the hands and the hand-held gear (camera, cup, clipboard, sign) read correctly? | [ ] yes [x] no |
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| 5 | Does the head gear (cap, hood, sunglasses, firefighter helmet) sit on the skull? | [ ] yes [x] no |
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| 6 | Are the role outfits believable for a Hollywood-boulevard shift (tourist, delivery, guard, responder)? | [x] yes [ ] no |
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| 7 | Are the seeded tint palettes acceptable, or too pastel/saturated? | [x] yes [ ] no |
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| 8 | Do the seated and walking poses hold up? | [x] yes [ ] no |
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**Signoff:** ☐ approved as shipped ☐ approved with the follow-ups below ☐ rejected
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**Signoff:** [ ] approved as shipped [x] approved with the follow-ups below [ ] rejected
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## Issues visible in the captures
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The first review pass found three body defects. All three came from the build pipeline,
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not the art, and all three are addressed in the second pass (2026-11-06):
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| Finding | Cause | Status |
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| --- | --- | --- |
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| `npc_guard` has holes in the upper body | the build **deleted** the `Worker_Vest` material, and on the modular Worker the vest *is* the torso | **fixed** — the vest is now the `cloth` slot, tinted per role; nothing is deleted |
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| `npc_firefighter`, `npc_crowd_d` have a broken shoulder/upper-body area | same cause, plus the deleted `Worker_Yellow` hat was the crown of the skull, leaving the head open | **fixed** — the hat/crown stays in the mesh and only the part above z 1.65 takes the `hair` tint |
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| `npc_guard`, `npc_vest`, `npc_crowd_d` have one big unibrow | the Worker's `Eyebrows` material is one continuous bar, and no other upstream head has brows that fit this mesh | **replaced** — the bar is cut out and the hoodie's two brows are transplanted onto the Worker head, lifted above the eye quads |
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| `npc_dress`, `npc_jacket`, `npc_crowd_a`, `npc_crowd_d` arms intersect the body | the baked rest aimed the upper arm straight down, which works on the wide bases but not the narrow ones | **reduced** — the arm now rests 7° out from vertical (mesh width 0.180 → 0.220 on `casual`, 0.228 → 0.262 on `hoodie`); a light clip remains on the `worker` bases |
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Re-verified after the fix with the sheets below and the vision judge: no holes or missing geometry
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on any of the three Worker-based roles.
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**Still open** — checklist rows 3, 4 and 5 plus the list below: the Worker crown still reads as a
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hard hat because that is upstream geometry, the eye/brow mass still reads heavy at portrait
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distance, and the arms still graze the torso on the `worker` base.
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Found by user:
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1. npc_firefighter, npc_guard and npc_crowd_d have errors in the body:
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- npc_guard has "holes" in upper body
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- npc_firefighter and npc_crowd_d have buggy shoulder and upper body area
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2. npc_guard, npc_vest and npc_crowd_d have one large unibrow: use other character's eyebrow geometry instead.
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3. npc_dress, npc_jacket, npc_crowd_a and npc_crowd_d arms are too close and intersecting the body
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Found while building this page; none blocks the swap, all are queued in `TODO.md`:
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1. **`npc_dress` wears the performer cone hat plus the protest sign** because the performer props
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