Add reviewed MakeHuman head prototype (vision gate rejected)
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# MakeHuman head prototype
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Status: **local prototype, rejected by the automated visual gate, not integrated.**
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The asset is a standalone head/neck extracted from the CC0 MakeHuman base in
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`tmp/npc-research/makehuman/base.obj`. It is kept as a reviewable experiment and
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is not part of the shipped NPC contract.
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## Asset
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- GLB: [`assets/models/blender_src/makehuman_head.glb`](../assets/models/blender_src/makehuman_head.glb)
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- Review sheet: [`blender_previews/sheet_makehuman_head.jpg`](blender_previews/sheet_makehuman_head.jpg)
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- Source workflow (development-only): `tmp/npc-research/build_makehuman_head.py`
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— extracts the MakeHuman head, cuts it at the neck, keeps the head/eye/mouth
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components, cuts an almond aperture through a skin eyelid mask, adds recessed
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eyeballs with flat iris/pupil discs, anchors brows to the face surface, renders
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front/three-quarter/profile and exports the standalone GLB.
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- Measurements (final build, `inspect`): **12,641 triangles / 7,690 split
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vertices**; bounds approximately `x ±0.094 m`, `y -0.180…0.042 m`,
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`z 1.530…1.803 m` in project Z-up space. It is inside the 16,000/16,000
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character cap.
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- Materials used: `skin`, `eye_white`, `iris`, `pupil`, `hair`. No textures are
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baked into this prototype.
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## What was done
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1. Imported the CC0 MakeHuman base OBJ and cleared the importer axis rotation.
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2. Applied the project scale/axis transform: 1.82 m body, Z-up, metres,
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front −Y.
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3. Cut the head at the neck (`z ≈ 1.53`) rather than keeping the cut shoulders;
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capped the neck opening.
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4. Built an eyelid mask by subtracting an almond aperture from a skin sphere
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centred on each eye (`solver = "EXACT"`), then recessed the globes so the
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cornea sits behind the lid plane.
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5. Added flat iris/pupil discs on the globe axis; disabled backface culling so
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the discs stay visible at three-quarter angles.
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6. Anchored brow strips to the skin with object-space ray casts and added a
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shallow supraorbital ridge so they do not float, then reduced the crown
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height to improve the profile silhouette.
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7. Fixed a material-remap bug introduced by joining the extra eye objects: the
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joined head faces were pointing at the `eye_white` slot, making the whole
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head render as white clay. The largest connected component is now forced
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back onto `skin` after the join.
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8. Rendered front/three-quarter/profile views in a neutral review studio and
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exported the standalone GLB.
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## Provenance
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- Base mesh: MakeHuman / MPFB base, CC0, from the local research set
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`tmp/npc-research/makehuman/`; see [`CREDITS.md`](../CREDITS.md).
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- The head is a **derived prototype**, not a shipped NPC. It does not enter
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`assets/models/blender/npc/`, `npc_base`, the runtime `NpcAvatar` path, CI, or
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a release package until the NPC overhaul plan accepts it.
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- Source photographs/proportions are not used as textures here; this is a
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geometry-only head built from the researched model data.
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## Review criteria
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Accept only if:
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- the head reads as human at front/three-quarter/profile and the neck is a
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clean head/bust silhouette, not a shoulder cut;
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- eyes, brow, nose, mouth and ears are readable without spikes, holes or
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floating shells;
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- the asset is inside the character budget and has no script/contract violation;
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- the prototype remains clearly local and un-integrated until the part pipeline
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is approved.
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## Judge result
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**VERDICT: REJECT** (vision judge `z-ai/glm-5.3-flash`, final build render set
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above). The gate is blocked; the prototype is not presented as an accepted head.
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Blocking findings:
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- **P0 — globe depth is inconsistent across views.** The front/three-quarter
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reads still show a bead-like iris with a pale sclera halo, while the profile
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reduces the eye to a brown sliver. The judge reads this as a faked recess
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rather than a socketed globe under a lid.
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- **P0 — no convincing lid overlap.** The iris remains nearly circular in front
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and the upper lid does not visibly clip the globe; the skin lid mask reads as
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a crater around a bead.
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- **P0 — iris orientation reads decal-locked** at three-quarter, so the gaze
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appears to drift off the head axis.
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- **P0 — the aperture/lid mask is too circular** and lacks medial/lateral
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canthi, so the eye still reads as a doll eye at portrait distance.
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Should-fix findings:
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- the brow tubes are better anchored but the medial ends still detach in
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three-quarter/profile;
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- nose lacks a defined tip/wing and nostrils;
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- mouth is a faint geometric seam with no lip volume;
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- crown/back-of-skull is still faceted and egg-like in profile;
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- the catchlight is baked geometry and is not consistent between eyes.
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What passed: the skin/eye material remap is correct, the eye openings are
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closed, the standalone GLB reports **12,641 triangles / 7,690 split vertices**
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with no issues, and an assembled `npc_casual` with this head passes `inspect` at
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**15,532 / 16,000 triangles, 13,310 split vertices, 14 bones, no issues**.
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Known limits: bald mannequin-like presentation, stylized geometry-only
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iris/pupil, no rig, no UV texture pass, and the neck cap is a review cut rather
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than a body-welded seam.
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## Next steps after the gate passes
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- Replace the radial lid mask with real upper/lower lid masses that fold over
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the globe, with pointed canthi, and pass the profile view.
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- Move the iris onto a curved cornea cap so its orientation follows the globe at
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three-quarter angles, and use a lighting-driven catchlight instead of baked
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white geometry.
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- Compare against the project `_face` baseline and decide whether this head is
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the base for the local head/face overhaul.
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- Add a clean UV/material pass and a contract armature/weights if it becomes
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part of a library character.
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- Keep the source script under `tmp/`; promote only the reviewed GLB and durable
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docs/preview sheet.
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