Raise the NPC character budget to 24k and refine the prototype neck

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zwitschi committed 2026-11-05 19:37:19 +01:00
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@@ -141,7 +141,7 @@ render about 2.5 min.
All library variants share the [character and gear asset contract](architecture.md#character-and-gear-asset-contract):
`npc_base` mesh node, required 13 core bones (optional extras allowed), five
tint slots, +Z visual front, 16,000/16,000 character budget and the same 256²
tint slots, +Z visual front, 24,000/24,000 character budget and the same 256²
slot-map/AO rules. Role selection and look notes:
| Character | `layer_for()` / look | Suggested roles | Preview gear |
@@ -200,7 +200,7 @@ carry baked AO and the shared neutral material maps described above.
- `python3 tools/blender_assets.py audit`: container, `POSITION`/`NORMAL`/
`TEXCOORD_0`, UVs in [0, 1], no zero-area triangles (Godot warns about them
during LOD generation), budgets (characters 16000/16000, gear 1500, props 4000
during LOD generation), budgets (characters 24000/24000, gear 1500, props 4000
triangles), grounding, and an editable `.blend`. For characters it also
checks skinning, bones, slots, the `npc_base` mesh node and the height.
- `tools/tests/test_blender_assets.py`: catalogue and contract consistency with