Add reviewed MakeHuman head prototype (vision gate rejected)
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@@ -80,8 +80,6 @@ the rest of §C remains the broad review checklist.
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### 3. Head and face prototype
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### 3. Head and face prototype
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- [x] Build one `npc_casual` head/face prototype as a connected head shell plus intentional feature
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geometry — not a sphere with floating facial balls. Use loop-based eye sockets/lids, a
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readable nose bridge/tip/ala, a mouth with upper/lower lip volumes, ears with concha depth,
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@@ -95,6 +93,17 @@ the rest of §C remains the broad review checklist.
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- [x] Compare two or three subdivision/loop variants at 1.85 m front/three-quarter/profile and a
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1.5 m portrait. Pick the variant that reads best before changing all 12 characters; keep the
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rejected variants local.
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- [-] Rebuild a standalone MakeHuman-derived head from the researched CC0 base and save it to
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`assets/models/blender_src/makehuman_head.glb`; record provenance/review in
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`docs/makehuman-head-review.md` and the preview sheet. (Final build: 12,641 tris / 7,690
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split verts; assembled `npc_casual` 15,532 tris / 13,310 verts / 14 bones, `inspect` clean.
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Latest attempt: skin eyelid mask, recessed globes, flat iris/pupil discs, surface-anchored
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brows. Vision verdict: still **REJECT** — globe depth is inconsistent between front,
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three-quarter and profile, the lid does not visibly clip the globe, and the iris reads
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decal-locked at three-quarter; prototype stays local and un-integrated.)
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- [ ] Build true upper/lower eyelid masses that overlap the globe in front, three-quarter and
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profile views (not a socket hole), then re-run the vision gate before integrating the head.
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Compared `head_proto` at seg 24 (670 verts), 48 (1,558 verts) and 64 (2,470 verts) at 1.85 m
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and 1.5 m, front/three-quarter/profile. Vision-judged: **s48 wins** — s24 is too faceted
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(nose/lips melt, jagged silhouette), s64 is visually identical to s48 at both distances
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