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