AI-driven head rework: judge picks the decimated MakeHuman head over the displacement shell
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@@ -232,6 +232,24 @@ brow −0.150, chin −0.149, jaw step −0.11, forehead −0.126→−0.078. Th
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forehead, a defined ear helix/lobe, a jawline that steps to the neck) is folded into the §3.2
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variant comparison; the neck is part of `_skin_body`, so the standalone head always lacks it.
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### AI-driven head rework (2026-11-04)
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The head was reworked against an AI-generated target concept (front + profile, saved under
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`tmp/npc-parts/head_concept_*.png`) and judged with `describe_image.py` across several iterations.
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The displacement-on-sphere approach oscillates between "decorated egg" (too subtle) and
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"spiky wedges" (too aggressive) and settles at ~3/5 — the coarse s48 sphere cannot resolve the
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nose/lip/chin relief cleanly.
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The judge then compared the displacement head against the **decimated MakeHuman head**
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(extracted from `makehuman_retargeted.glb`, 2,009 verts / 1,573 tris, saved as
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`tmp/npc-parts/makehuman_head.glb`) and returned a decisive result: **ship the MakeHuman head** —
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it keeps the nose/chin/jaw landmarks at a fraction of the cost, while the procedural head's
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"clean ellipse outline instantly screams procedural sphere".
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**Conclusion:** the next head asset is the MakeHuman head shape (1,573 tris) plus the project's
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separate eye/mouth/brow pieces for readability, not the displacement shell. The displacement
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`_head_proto` stays local as a rejected variant.
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### Head subdivision comparison (2026-11-04)
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Three `head_proto` variants at UV-sphere segments 24/48/64 were rendered at 1.85 m and 1.5 m in
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