Raise the character mesh budget to 8000
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@@ -63,7 +63,7 @@ fallback behavior.
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produces 48 frames; `sheet_npc_baseline.jpg` is committed.)
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- [x] Define acceptance criteria for proportions, face readability, hair, hands, shoes, clothing
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silhouette, gear fit and animation at the gameplay camera height (1.7 m). (Eight criteria
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in `docs/npc-visual-review.md`; the current 6,000-triangle/5,000-vertex contract is explicit.)
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in `docs/npc-visual-review.md`; the current 8,000-triangle/8,000-vertex library contract is explicit; the `npc_base` fallback remains 6,000/4,000.)
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- [x] Record the camera/lighting/background used for comparison so model changes can be judged
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consistently; keep the existing portrait capture path deterministic. (Neutral studio, fixed
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orbit cameras, no HUD/crowd/animation; commands recorded in `docs/npc-visual-review.md`.)
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@@ -82,10 +82,10 @@ and equipment fit.
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### Body proportions and silhouette
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- [ ] Evaluate raising the per-character glTF vertex cap from 5,000 (and revisit the 6,000-triangle
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cap) because `npc_firefighter` is at 4,948 verts after the hand pass. If accepted, update
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`CHAR_MAX_VERTS`/`CHAR_MAX_TRIS`, the contract tests, `blender_assets.py audit`,
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`docs/npc-visual-review.md`, and re-run the 24-NPC and Web/Compatibility budgets.
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- [x] Raise the per-character library cap from 6,000/5,000 to **8,000 triangles / 8,000 glTF
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vertices** so face, hand-grip and clothing detail is not forced to replace geometry. The
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frozen `npc_base` fallback keeps 6,000/4,000; library caps and audit tests were updated, and
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the 24-NPC/Web budgets must be re-measured as detail lands.
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- [x] Audit all variants against a shared human proportion guide (head height, shoulder width,
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torso length, hip width, limb length, foot length) and correct the worst outliers.
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