Add MakeHuman head hair/body prototype and 12-variant rollout plan
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@@ -3,8 +3,8 @@
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> **Historical page / changed source (2026-11-04).** The numbers below describe the
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> earlier decimated MakeHuman head (1,548-tri skin). The shared source
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> `assets/models/blender_src/makehuman_head.glb` now holds the higher-resolution
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> standalone prototype; its automated vision gate returned **REJECT** (inconsistent
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> globe depth across views and no visible lid overlap). See
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> standalone prototype. The owner accepted the basic head; the automated vision gate
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> still records REJECT on the eye/lid region as deferred polish. See
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> [`../../makehuman-head-review.md`](../../makehuman-head-review.md). Re-run the
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> library head build before relying on the comparison counts below.
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@@ -60,8 +60,9 @@ Left to right: front, three-quarter, profile.
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4. The head skin is 1.5k tris (smooth but low-poly); a retopology pass could add resolution if a
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portrait shows faceting.
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## Decision needed
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## Decision (2026-11-04, owner)
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Approve or reject the MakeHuman-head direction. If approved, the next step is rolling it into the
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other 11 variants (one asset family at a time) with a before/after sheet per batch, and re-running
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the 24-NPC budget + AO bake.
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The MakeHuman-head direction is approved for the basic human head. The remaining review is the
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assembled prototype's hair cap and full-body silhouette. After that, roll the head into the other
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11 variants (one asset family at a time) with a before/after sheet per batch, then re-run the
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24-NPC budget + AO bake.
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