Raise the character mesh budget to 8000
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@@ -61,8 +61,9 @@ The criteria below are for the stylized target, not photorealism. A change must
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pass every applicable item before a library rebuild is accepted.
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1. **Asset contract:** `npc_base` mesh node, the required bones, five tint slots,
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front +Z, feet within 3 cm of y=0, 1.6–2.1 m height, at most 6,000 triangles
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and 5,000 glTF vertices per character. Gear remains at most 1,500 triangles.
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front +Z, feet within 3 cm of y=0, 1.6–2.1 m height, at most 8,000 triangles
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and 8,000 glTF vertices per library character. The frozen `npc_base` fallback
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keeps 6,000 triangles / 4,000 vertices. Gear remains at most 1,500 triangles.
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2. **Proportion and silhouette:** head, neck, shoulders, torso, hips, limbs and
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feet read as one body; front/three-quarter/profile silhouettes agree with the
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rest of the eight-character library; broad/slim/average build variation is
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@@ -123,10 +124,9 @@ From `python3 tools/blender_assets.py fit` and the manifest:
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| `npc_firefighter` | 4,904 | 4,948 | 0.315 m | 0.255 m (skirt) | helmet width ratio 1.651; SCBA x −0.105, radial −0.076 |
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| `npc_guard` | 4,606 | 4,679 | 0.315 m | 0.194 m (hip) | cap width ratio 1.067 |
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`npc_coat` is widest at 5,034 triangles (966 below the cap); `npc_firefighter` is
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closest on vertices at 4,948 (only 52 below the 5,000 cap). Any further hand or
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clothing detail must replace existing geometry rather than adding it. The refit
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backpack measures 380 triangles / 406 vertices.
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`npc_coat` is widest at 5,034 triangles (2,966 below the 8,000 cap);
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`npc_firefighter` is closest on vertices at 4,948 (3,052 below the 8,000 cap).
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The refit backpack measures 380 triangles / 406 vertices.
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## Baseline findings, ranked
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