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

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zwitschi committed 2026-11-06 14:28:57 +01:00
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@@ -18,6 +18,10 @@ capture harnesses.
| [![sheet_npc_baseline_compare-tex256.jpg](sheet_npc_baseline_compare-tex256.jpg)](sheet_npc_baseline_compare-tex256.jpg) <br> `sheet_npc_baseline_compare-tex256.jpg` | 128 -> 256 px NPC slot maps on the same camera. |
| [![sheet_npc_baseline_compare-texuv.jpg](sheet_npc_baseline_compare-texuv.jpg)](sheet_npc_baseline_compare-texuv.jpg) <br> `sheet_npc_baseline_compare-texuv.jpg` | 4x fabric weave with the baked per-character AO removed. |
| [![sheet_npc_baseline_compare-torso.jpg](sheet_npc_baseline_compare-torso.jpg)](sheet_npc_baseline_compare-torso.jpg) <br> `sheet_npc_baseline_compare-torso.jpg` | Torso/hip taper without changing the skeleton or build multipliers. |
| [![sheet_npc_roster_0.9.9.jpg](sheet_npc_roster_0.9.9.jpg)](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. |
| [![sheet_npc_roster_views_0.9.9.jpg](sheet_npc_roster_views_0.9.9.jpg)](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. |
| [![sheet_npc_roster_poses_0.9.9.jpg](sheet_npc_roster_poses_0.9.9.jpg)](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. |
| [![sheet_npc_roster_crowd_0.9.9.jpg](sheet_npc_roster_crowd_0.9.9.jpg)](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. |
| [![sheet_npc_crowd_prototypes.jpg](sheet_npc_crowd_prototypes.jpg)](sheet_npc_crowd_prototypes.jpg) <br> `sheet_npc_crowd_prototypes.jpg` | Four approved crowd-variety looks queued for the 12-character roster. |
| [![sheet_npc_gear.jpg](sheet_npc_gear.jpg)](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. |
| [![sheet_npc_hands_compare.jpg](sheet_npc_hands_compare.jpg)](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`.
| # | Question | Verdict |
| --- | --- | --- |
| 1 | Do the twelve characters read as distinct people at 8 m? | ☐ yes ☐ no |
| 2 | Is the head size right for the body (no bobblehead, no pinhead)? | ☐ yes ☐ no |
| 3 | Do the faces hold up at portrait distance? | ☐ yes ☐ no |
| 4 | Do the hands and the hand-held gear (camera, cup, clipboard, sign) read correctly? | ☐ yes ☐ no |
| 5 | Does the head gear (cap, hood, sunglasses, firefighter helmet) sit on the skull? | ☐ yes ☐ no |
| 6 | Are the role outfits believable for a Hollywood-boulevard shift (tourist, delivery, guard, responder)? | ☐ yes ☐ no |
| 7 | Are the seeded tint palettes acceptable, or too pastel/saturated? | ☐ yes ☐ no |
| 8 | Do the seated and walking poses hold up? | ☐ yes ☐ no |
| 1 | Do the twelve characters read as distinct people at 8 m? | [x] yes [ ] no |
| 2 | Is the head size right for the body (no bobblehead, no pinhead)? | [x] yes [ ] no |
| 3 | Do the faces hold up at portrait distance? | [ ] yes [x] no |
| 4 | Do the hands and the hand-held gear (camera, cup, clipboard, sign) read correctly? | [ ] yes [x] no |
| 5 | Does the head gear (cap, hood, sunglasses, firefighter helmet) sit on the skull? | [ ] yes [x] no |
| 6 | Are the role outfits believable for a Hollywood-boulevard shift (tourist, delivery, guard, responder)? | [x] yes [ ] no |
| 7 | Are the seeded tint palettes acceptable, or too pastel/saturated? | [x] yes [ ] no |
| 8 | Do the seated and walking poses hold up? | [x] yes [ ] no |
**Signoff:** ☐ approved as shipped ☐ approved with the follow-ups below ☐ rejected
**Signoff:** [ ] approved as shipped [x] approved with the follow-ups below [ ] rejected
## Issues visible in the captures
The first review pass found three body defects. All three came from the build pipeline,
not the art, and all three are addressed in the second pass (2026-11-06):
| Finding | Cause | Status |
| --- | --- | --- |
| `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 |
| `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 |
| `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 |
| `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 |
Re-verified after the fix with the sheets below and the vision judge: no holes or missing geometry
on any of the three Worker-based roles.
**Still open** — checklist rows 3, 4 and 5 plus the list below: the Worker crown still reads as a
hard hat because that is upstream geometry, the eye/brow mass still reads heavy at portrait
distance, and the arms still graze the torso on the `worker` base.
Found by user:
1. npc_firefighter, npc_guard and npc_crowd_d have errors in the body:
- npc_guard has "holes" in upper body
- npc_firefighter and npc_crowd_d have buggy shoulder and upper body area
2. npc_guard, npc_vest and npc_crowd_d have one large unibrow: use other character's eyebrow geometry instead.
3. npc_dress, npc_jacket, npc_crowd_a and npc_crowd_d arms are too close and intersecting the body
Found while building this page; none blocks the swap, all are queued in `TODO.md`:
1. **`npc_dress` wears the performer cone hat plus the protest sign** because the performer props