Refine NPC fabric UVs and remove baked AO blotches
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@@ -7,7 +7,7 @@ see `AGENTS.md` for the workflow and `MEMORY.md` for the decisions behind these
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Baseline: **v0.9.4** (2026-11-02). Three playable venues, tutorial/campaign/checkpoint resume,
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difficulty/help, audio/accessibility settings, a 24-NPC budget baseline, a complete
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escalation/access/radio loop, shift review, the Blender asset library, 262 headless + 101 Python
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escalation/access/radio loop, shift review, the Blender asset library, 263 headless + 101 Python
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tests, a 21/21 clean screen-design judge and an optional Forward+ Desktop HQ build. This is a strong
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release-candidate foundation, not yet a 0.10.0 release candidate.
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@@ -70,10 +70,10 @@ Compatibility/Web parity, deterministic assets and offline CI.
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### Character and prop textures
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- [-] Audit NPC skin, cloth, pants, hair and gear albedo/normal/AO maps in portraits;
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refine fabric weave, skin variation and fixed detail materials. (256² maps are built and
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all eight characters rebuilt; the large fabric/UV pattern and skin/fixed-detail audit are
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still open.)
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- [x] Audit NPC skin, cloth, pants, hair and gear albedo/normal/AO maps in portraits;
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refine fabric weave, skin variation and fixed detail materials. (256² maps rebuilt; fabric
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now uses a 4× UV weave and skips baked per-character AO, removing the portrait blotches;
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skin/hair/gear keep AO. Comparison `sheet_npc_baseline_compare-texuv.jpg`.)
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- [ ] Re-bake AO where geometry changes; verify the 256² maps and material wiring.
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- [ ] Audit library props and UI/card/icon textures at their actual screen sizes;
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remove blurry/oversized or unused textures where safe.
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