From 632ec16aaac6685e8a8a725dffffea88e7f4eba5 Mon Sep 17 00:00:00 2001 From: Zwitschi Date: Wed, 4 Nov 2026 15:02:47 +0100 Subject: [PATCH] AI-driven head rework: judge picks the decimated MakeHuman head over the displacement shell --- TODO.md | 14 ++++---- docs/3d-model-review.md | 18 ++++++++++ tools/blender_assets.py | 74 ++++++++++++++++++++--------------------- 3 files changed, 63 insertions(+), 43 deletions(-) diff --git a/TODO.md b/TODO.md index 2e08996..7a209d6 100644 --- a/TODO.md +++ b/TODO.md @@ -80,16 +80,18 @@ the rest of §C remains the broad review checklist. ### 3. Head and face prototype +### 3. Head and face prototype + - [x] Build one `npc_casual` head/face prototype as a connected head shell plus intentional feature geometry — not a sphere with floating facial balls. Use loop-based eye sockets/lids, a readable nose bridge/tip/ala, a mouth with upper/lower lip volumes, ears with concha depth, and brow/cheek/jaw planes that survive the 256² AO bake. - `tools/npc_parts.py build --part head_proto` displaces a seg-48 shell into eye sockets with - an orbital rim, a nose bridge/tip/ala, upper/lower lips, a chin bump, a brow step, a sloped - forehead and extruded ears (helix + concha + lobe); the eyeballs stay separate. Objective - centre-profile evidence: nose tip −0.192, brow −0.150, chin −0.149, jaw step −0.11, forehead - −0.126→−0.078. Vision-judged ~3/5; remaining polish (forehead/ear/jawline read) is folded - into §3.2 comparison. + `tools/npc_parts.py build --part head_proto` built the displacement shell (sockets, nose, + lips, chin, brow, ears) but the AI-judged rework (concept + judge, see + `docs/3d-model-review.md` §AI-driven head rework) shows it oscillates between "egg" and + "spiky" at ~3/5. The judge's decisive result: **ship the decimated MakeHuman head** + (1,573 tris, nose/chin/jaw landmarks) plus the project's separate eye/mouth/brow pieces. The + displacement `_head_proto` is a rejected variant; the MakeHuman head is the new base. - [x] Compare two or three subdivision/loop variants at 1.85 m front/three-quarter/profile and a 1.5 m portrait. Pick the variant that reads best before changing all 12 characters; keep the rejected variants local. diff --git a/docs/3d-model-review.md b/docs/3d-model-review.md index d82df31..2c5b6dc 100644 --- a/docs/3d-model-review.md +++ b/docs/3d-model-review.md @@ -232,6 +232,24 @@ brow −0.150, chin −0.149, jaw step −0.11, forehead −0.126→−0.078. Th forehead, a defined ear helix/lobe, a jawline that steps to the neck) is folded into the §3.2 variant comparison; the neck is part of `_skin_body`, so the standalone head always lacks it. +### AI-driven head rework (2026-11-04) + +The head was reworked against an AI-generated target concept (front + profile, saved under +`tmp/npc-parts/head_concept_*.png`) and judged with `describe_image.py` across several iterations. +The displacement-on-sphere approach oscillates between "decorated egg" (too subtle) and +"spiky wedges" (too aggressive) and settles at ~3/5 — the coarse s48 sphere cannot resolve the +nose/lip/chin relief cleanly. + +The judge then compared the displacement head against the **decimated MakeHuman head** +(extracted from `makehuman_retargeted.glb`, 2,009 verts / 1,573 tris, saved as +`tmp/npc-parts/makehuman_head.glb`) and returned a decisive result: **ship the MakeHuman head** — +it keeps the nose/chin/jaw landmarks at a fraction of the cost, while the procedural head's +"clean ellipse outline instantly screams procedural sphere". + +**Conclusion:** the next head asset is the MakeHuman head shape (1,573 tris) plus the project's +separate eye/mouth/brow pieces for readability, not the displacement shell. The displacement +`_head_proto` stays local as a rejected variant. + ### Head subdivision comparison (2026-11-04) Three `head_proto` variants at UV-sphere segments 24/48/64 were rendered at 1.85 m and 1.5 m in diff --git a/tools/blender_assets.py b/tools/blender_assets.py index b7e4e9a..7c79dce 100644 --- a/tools/blender_assets.py +++ b/tools/blender_assets.py @@ -869,7 +869,7 @@ def _head_proto(mats, spec, subdiv=48): white = material("eye_white", textured_solid=True) rings = max(14, subdiv // 2 + 2) head = sphere("HeadShell", 0.155, (0, 0, 1.635), skin, seg=subdiv, rings=rings, - scale=(0.90, 0.96, 1.08)) + scale=(0.88, 0.95, 1.18)) _shape_head_mesh(head) # brow ridge + cheekbone + jaw/chin planes bm = bmesh.new() bm.from_mesh(head.data) @@ -877,10 +877,10 @@ def _head_proto(mats, spec, subdiv=48): # Pass 1: skull shape — flatten the face plane and taper the jaw/chin. for v in bm.verts: x, y, z = v.co - if y < -0.03 and 1.44 < z < 1.76: - v.co.y = -0.13 + (y + 0.13) * 0.10 # flatten the forward bulge + if y < -0.03 and 1.42 < z < 1.80: + v.co.y = -0.13 + (y + 0.13) * 0.05 # flatten the forward bulge if y < -0.03 and z > 1.70: - v.co.y += (z - 1.70) * 0.35 # forehead slopes back to the crown + v.co.y += (z - 1.70) * 0.45 # forehead slopes back to the crown if z < 1.58: taper = max(0.0, 1.0 - (1.58 - z) / 0.12) v.co.x *= 1.0 - 0.16 * taper # narrow the lower face @@ -889,11 +889,11 @@ def _head_proto(mats, spec, subdiv=48): for v in bm.verts: x, y, z = v.co ax = abs(x) - # --- brow step --- - brow = (max(0.0, 1.0 - abs(z - 1.695) / 0.022) + # --- brow ledge: a clear ridge where the forehead meets the nose --- + brow = (max(0.0, 1.0 - abs(z - 1.695) / 0.024) * max(0.0, 1.0 - abs(ax - 0.050) / 0.045)) if brow > 0: - v.co.y -= 0.016 * brow + v.co.y -= 0.028 * brow # --- eye sockets: recess the floor, leave a raised orbital rim --- for s in (-1.0, 1.0): r = math.hypot(x - 0.052 * s, z - 1.664) @@ -902,46 +902,46 @@ def _head_proto(mats, spec, subdiv=48): elif r < 0.046: v.co.y -= 0.010 * (1.0 - (r - 0.036) / 0.010) # --- nose: a wide bridge/tip with ala wings --- - if y < 0 and ax < 0.075: + if y < 0 and ax < 0.080: band = max(0.0, 1.0 - abs(z - 1.632) / 0.055) if band > 0: - tip = max(0.0, 1.0 - abs(z - 1.615) / 0.032) - v.co.y -= (0.060 * tip + 0.018 * max(0.0, band - tip)) \ - * (1.0 - ax / 0.075) + tip = max(0.0, 1.0 - abs(z - 1.615) / 0.034) + v.co.y -= (0.062 * tip + 0.020 * max(0.0, band - tip)) \ + * (1.0 - ax / 0.080) for s in (-1.0, 1.0): - ar = math.hypot((x - 0.024 * s) / 0.014, (z - 1.604) / 0.013) + ar = math.hypot((x - 0.026 * s) / 0.015, (z - 1.604) / 0.014) if ar < 1.0: - v.co.y -= 0.022 * (1.0 - ar) - # --- chin bump + jaw step --- - if y < 0 and ax < 0.040: - chin = max(0.0, 1.0 - abs(z - 1.548) / 0.022) + v.co.y -= 0.024 * (1.0 - ar) + # --- chin wedge + jaw step --- + if y < 0 and ax < 0.044: + chin = max(0.0, 1.0 - abs(z - 1.548) / 0.024) if chin > 0: - v.co.y -= 0.030 * chin + v.co.y -= 0.034 * chin step = max(0.0, 1.0 - abs(z - 1.516) / 0.016) if step > 0: - v.co.y += 0.024 * step - # --- mouth: recessed line + upper/lower lip volumes --- - if y < 0 and ax < 0.030: - if abs(z - 1.583) < 0.012: - v.co.y += 0.008 - if abs(z - 1.590) < 0.008: - v.co.y -= 0.014 - if abs(z - 1.577) < 0.010: - v.co.y -= 0.018 - # --- ears: helix rim + concha recess + a lobe --- + v.co.y += 0.026 * step + # --- mouth: recessed line + smooth protruding upper/lower lip block --- + if y < 0 and ax < 0.036: + if abs(z - 1.583) < 0.014: + v.co.y += 0.006 + if abs(z - 1.590) < 0.012: + v.co.y -= 0.016 + if abs(z - 1.577) < 0.014: + v.co.y -= 0.020 + # --- ears: raised C-shape helix + concha recess + a lobe --- for v in bm.verts: x, y, z = v.co - r = math.hypot((z - 1.60) / 0.055, (y - 0.002) / 0.045) + r = math.hypot((z - 1.62) / 0.062, (y - 0.002) / 0.048) near = abs(x) - 0.138 sign = 1.0 if x >= 0 else -1.0 - if -0.02 < near < 0.06 and r < 1.0: - if r < 0.30: - v.co.x -= 0.018 * (1.0 - r / 0.30) * sign + if -0.02 < near < 0.07 and r < 1.0: + if r < 0.36: + v.co.x -= 0.016 * (1.0 - r / 0.36) * sign else: - v.co.x += 0.045 * (1.0 - r) * sign - lr = math.hypot((z - 1.575) / 0.016, (y + 0.012) / 0.016) - if -0.02 < near < 0.05 and lr < 1.0: - v.co.x += 0.032 * (1.0 - lr) * sign + v.co.x += 0.048 * (1.0 - r) * sign + lr = math.hypot((z - 1.585) / 0.018, (y + 0.012) / 0.017) + if -0.02 < near < 0.06 and lr < 1.0: + v.co.x += 0.034 * (1.0 - lr) * sign bm.normal_update() bm.to_mesh(head.data) bm.free() @@ -949,7 +949,7 @@ def _head_proto(mats, spec, subdiv=48): # Eyeballs stay separate for readability; lids wrap the socket rim. parts = [head] for s in (-1.0, 1.0): - ex, ey, ez = 0.052 * s, -0.134, 1.664 + ex, ey, ez = 0.052 * s, -0.127, 1.664 parts.append(sphere("EyeWhite", 0.019, (ex, ey, ez), white, seg=10, rings=6, scale=(1.25, 0.62, 0.85))) parts.append(sphere("Iris", 0.0105, (ex, ey - 0.007, ez), acc, seg=8, @@ -960,7 +960,7 @@ def _head_proto(mats, spec, subdiv=48): parts.append(sphere("LowerLid", 0.017, (ex, ey - 0.004, ez - 0.012), skin, seg=8, rings=4, scale=(1.10, 0.22, 0.18), rot=(math.radians(6), 0, 0))) - parts.append(box("Brow", (0.055, 0.014, 0.012), (0.052 * s, -0.143, 1.699), + parts.append(box("Brow", (0.055, 0.014, 0.012), (0.052 * s, -0.137, 1.699), hair, rot=(0, 0.14 * s, 0.0))) return parts