Refine NPC fabric UVs and remove baked AO blotches
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@@ -91,7 +91,9 @@ All eight use the `npc_base` contract, so each one can replace
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animation proxies in `_build_skinned_body()` stay valid.
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- material slots `skin`, `cloth`, `pants`, `accessory`, `hair` carry the same
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neutral `assets/textures/npc/<slot>_{albedo,normal}.png` maps at 256², so
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`Materials.npc_slot()` tints them the same way it tints `npc_base`.
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`Materials.npc_slot()` tints them the same way it tints `npc_base`. Cloth and
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pants repeat the weave 4× (`NPC_FABRIC_UV_SCALE`) and intentionally skip the
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per-character baked AO; skin, hair and fixed gear keep it.
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- budget ≤ **8,000 triangles and ≤ 8,000 glTF vertices** for the eight library
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variants (vertex count after seam splits; `CHAR_MAX_TRIS`/`CHAR_MAX_VERTS` in
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`tools/blender_assets.py`, raised from 6,000/5,000 on 2026-11-02). The frozen
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