Raise the character mesh budget to 8000
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@@ -92,10 +92,12 @@ All eight use the `npc_base` contract, so each one can replace
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- material slots `skin`, `cloth`, `pants`, `accessory`, `hair` carry the same
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neutral `assets/textures/npc/<slot>_{albedo,normal}.png` maps, so
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`Materials.npc_slot()` tints them the same way it tints `npc_base`.
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- budget ≤ 6000 triangles and ≤ 5000 vertices (glTF vertex count, after seam
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splits; `CHAR_MAX_VERTS` in `tools/blender_assets.py`, raised from 4000 for
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the 2026-11-01 face/hand pass). The current range is 4,042–5,034 triangles
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and 3,894–4,948 vertices. The vertex cap is now the tighter budget.
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- budget ≤ **8,000 triangles and ≤ 8,000 glTF vertices** for the eight library
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variants (vertex count after seam splits; `CHAR_MAX_TRIS`/`CHAR_MAX_VERTS` in
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`tools/blender_assets.py`, raised from 6,000/5,000 on 2026-11-02). The frozen
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`npc_base` fallback keeps its original 6,000/4,000 contract. The current range
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is 4,042–5,034 triangles and 3,894–4,948 vertices, leaving room for the
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remaining face, grip and clothing detail.
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Construction: the torso and limbs are one continuous Skin-modifier mesh,
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subdivided twice, decimated to 26 % with X symmetry, and cut at the waist, cuffs,
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@@ -177,7 +179,7 @@ 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 6000/5000, gear 1500, props 4000
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during LOD generation), budgets (library characters 8000/8000, base fallback 6000/4000, 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/test_blender_assets.py`: catalogue and contract consistency with
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