Establish the 0.9.4 NPC visual baseline
Add a neutral 48-frame character contact sheet, acceptance criteria and ranked baseline gaps, plus repeatable sheet/comparison tooling. No character GLB or runtime mesh changes.
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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: **v0.9.3** (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, 261 headless + 97 Python
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escalation/access/radio loop, shift review, the Blender asset library, 261 headless + 99 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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@@ -58,15 +58,26 @@ fallback behavior.
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### Reference and acceptance criteria
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- [ ] Establish a portrait/contact-sheet baseline for all eight variants: front, three-quarter,
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profile, back, full body and a crowd-distance silhouette.
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- [ ] Define acceptance criteria for proportions, face readability, hair, hands, shoes, clothing
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silhouette, gear fit and animation at the gameplay camera height (1.7 m).
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- [ ] Record the camera/lighting/background used for comparison so model changes can be judged
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consistently; keep the existing portrait capture path deterministic.
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- [ ] Identify the highest-impact gaps from the current portraits (e.g. face depth, hair mass,
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- [x] Establish a portrait/contact-sheet baseline for all eight variants: front, three-quarter,
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profile, back, full body and a crowd-distance silhouette. (`capture_npc_baseline.gd`
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produces 48 frames; `sheet_npc_baseline.jpg` is committed.)
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- [x] Define acceptance criteria for proportions, face readability, hair, hands, shoes, clothing
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silhouette, gear fit and animation at the gameplay camera height (1.7 m). (Eight criteria
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in `docs/npc-visual-review.md`; the current 6,000-triangle/5,000-vertex contract is explicit.)
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- [x] Record the camera/lighting/background used for comparison so model changes can be judged
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consistently; keep the existing portrait capture path deterministic. (Neutral studio, fixed
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orbit cameras, no HUD/crowd/animation; commands recorded in `docs/npc-visual-review.md`.)
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- [x] Identify the highest-impact gaps from the current portraits (e.g. face depth, hair mass,
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neck/shoulder transition, hand/foot shape, coat/dress hem) and rank them by player visibility.
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- [ ] Publish a before/after NPC comparison sheet for review before changing the library.
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(P1: tourist duplicate bag, face depth, backpack straps; P2: hands/grips, clothing tiling,
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shoes, headgear scale, performer props.)
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- [x] Publish a before/after NPC comparison sheet for review before changing the library.
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(`sheet_npc_baseline.jpg` is the before artifact; `tools/npc_baseline.py compare` produces
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the side-by-side after sheet without overwriting it.)
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Completed 2026-11-02: 48-frame neutral studio baseline, eight criteria, current fit and
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triangle/vertex measurements, and ranked P1/P2 gaps are in `docs/npc-visual-review.md`. No
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character model was changed in this pass.
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### Body proportions and silhouette
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