Raise the character mesh budget to 8000
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zwitschi committed 2026-11-02 19:25:41 +01:00
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@@ -63,7 +63,7 @@ fallback behavior.
produces 48 frames; `sheet_npc_baseline.jpg` is committed.)
- [x] Define acceptance criteria for proportions, face readability, hair, hands, shoes, clothing
silhouette, gear fit and animation at the gameplay camera height (1.7 m). (Eight criteria
in `docs/npc-visual-review.md`; the current 6,000-triangle/5,000-vertex contract is explicit.)
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.)
- [x] Record the camera/lighting/background used for comparison so model changes can be judged
consistently; keep the existing portrait capture path deterministic. (Neutral studio, fixed
orbit cameras, no HUD/crowd/animation; commands recorded in `docs/npc-visual-review.md`.)
@@ -82,10 +82,10 @@ and equipment fit.
### Body proportions and silhouette
- [ ] Evaluate raising the per-character glTF vertex cap from 5,000 (and revisit the 6,000-triangle
cap) because `npc_firefighter` is at 4,948 verts after the hand pass. If accepted, update
`CHAR_MAX_VERTS`/`CHAR_MAX_TRIS`, the contract tests, `blender_assets.py audit`,
`docs/npc-visual-review.md`, and re-run the 24-NPC and Web/Compatibility budgets.
- [x] Raise the per-character library cap from 6,000/5,000 to **8,000 triangles / 8,000 glTF
vertices** so face, hand-grip and clothing detail is not forced to replace geometry. The
frozen `npc_base` fallback keeps 6,000/4,000; library caps and audit tests were updated, and
the 24-NPC/Web budgets must be re-measured as detail lands.
- [x] Audit all variants against a shared human proportion guide (head height, shoulder width,
torso length, hip width, limb length, foot length) and correct the worst outliers.