Extend the v0.6.0 plan with the Blender asset library
Document the larger asset set produced by the running Blender generator (tools/blender_assets.py): 8 NPC character variants, 18 gear pieces, and 22 street/venue props with a manifest, editable sources, and preview sheets. - TODO gains Phase 3.5 with the audit/budget reconciliation (npc_casual is currently 7,756 tris / 5,616 verts, above the 6,000/4,000 contract), character selection by role, gear attach points, prop replacement/placement, emissive wiring, budgets, and screenshot gates - PLAN's Visual Quality Direction describes the library, runtime selection, and offline fallbacks - docs/plan-graphics-v0.6.md adds the library contract/output table and integration steps, and points Phase 4 at the Blender props - MEMORY records the manifest-as-source-of-truth rule and the generator caveat Generated library files stay untracked until the running build finishes and passes the audit; the generator itself is committed so the plan is reproducible.
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@@ -404,9 +404,19 @@ The studio also has authorized guests and staff. They must either be recognized
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## Visual Quality Direction
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The game prioritizes readable, well-lit, low-poly presentation over realism (GL Compatibility
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renderer). The next visual pass, v0.6.0, replaces the procedural NPC rig with Blender-authored,
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UV-mapped, skinned characters carrying baked normal/AO/roughness maps, using the existing AI tools
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for textures, palettes, and screen judging. See
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renderer). The v0.6.0 visual pass moves presentation to a **Blender-authored asset library**:
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skinned NPC character variants, head/back/chest/hand gear, and street/venue props, all carrying
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baked albedo/normal/AO/ORM maps. A generator (`tools/blender_assets.py`) and manifest
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(`assets/models/blender/manifest.json`) keep the assets reproducible; the game selects variants
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by NPC role/outfit and keeps the procedural rig and primitive props as offline fallbacks. The
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existing AI tools remain the source of art direction for fabric textures, palettes, and the
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screen-design compare/judge gate.
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The library targets 8 character variants (casual, jacket, coat, vest, dress, hoodie, firefighter,
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guard), 18 gear pieces, and 22 props — including replacements for the current generated street
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furniture, lamps, trees, doors, marquee, and a venue car. Integration must preserve the
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`Rig/Head` focus anchor, seed-driven outfit determinism, collider/navigation footprints, and the
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frame budget measured by `smoke_npc_budget.gd`. See
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[`docs/plan-graphics-v0.6.md`](docs/plan-graphics-v0.6.md) and
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[ADR-0013](docs/adr/0013-blender-authored-npc-characters.md).
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