Overhaul the head source: weld + relax the decimated MakeHuman head into one clean manifold shell
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@@ -15,7 +15,11 @@ clearer silhouette.
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| | Source | Tris (head) | Read |
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| | Source | Tris (head) | Read |
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| --- | --- | --- | --- |
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| --- | --- | --- | --- |
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| **Before** | procedural `_face` (sphere + primitives) | ~1,900 | flat face, slit eyes |
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| **Before** | procedural `_face` (sphere + primitives) | ~1,900 | flat face, slit eyes |
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| **After** | MakeHuman head + project eyes/brows/mouth | ~2,180 | nose/chin/jaw landmarks |
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| **After** | overhauled MakeHuman head + project eyes/brows/mouth | ~1,880 | smooth nose/chin/jaw landmarks |
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The head source was overhauled 2026-11-04: the blocky decimated MakeHuman head was welded
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(merge-by-distance) and Laplacian-relaxed into one clean manifold shell (`makehuman_head.glb`,
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1,548 tris skin), then the project eyes/brows/mouth were added.
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## AI-generated target concept
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## AI-generated target concept
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@@ -45,6 +49,8 @@ Left to right: front, three-quarter, profile.
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1. The hair cap still reads as a stepped block instead of hugging the skull.
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1. The hair cap still reads as a stepped block instead of hugging the skull.
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2. The brows weld to the face but can read as a slightly separate bar.
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2. The brows weld to the face but can read as a slightly separate bar.
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3. The neck underside cap is plain; it is hidden by the body neck in the assembled character.
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3. The neck underside cap is plain; it is hidden by the body neck in the assembled character.
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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 needed
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