From ebb36cf0cbaae90cca876528ea6732a1a603e0c4 Mon Sep 17 00:00:00 2001 From: Zwitschi Date: Tue, 3 Nov 2026 20:03:06 +0100 Subject: [PATCH] Correct face/head review: library characters already carry the 0.9.4 sculpt; close hands/grip review --- TODO.md | 22 ++++++++++++++-------- docs/3d-model-review.md | 14 ++++++++------ 2 files changed, 22 insertions(+), 14 deletions(-) diff --git a/TODO.md b/TODO.md index 1769b8e..93a96f0 100644 --- a/TODO.md +++ b/TODO.md @@ -100,14 +100,20 @@ licence-free zone only. *Skill route: `character-artist`, `retopology`, `rigging`, `uv-workflow`, `texture-workflow`, `materials`, `hair-groom`, `asset-optimization`, `lookdev`, `qa-review`.* -- [x] Face/head review: the skinned GLB head is a uniform sphere with floating eye spheres, brow - cubes and one mouth cube — no cheek/brow/chin sculpting or eye loops, which is the flat - faceted read at portrait distance. Concrete edits written in `docs/3d-model-review.md` §1 - (single-variant `npc_casual` prototype: socketed sclera + upper lid, sculpted cheek/brow/chin - vertices, recessed mouth + lip line, re-UV + re-AO). Fix is gated on the owner scorecard - review. -- [ ] Hands/grip: re-check palm, finger segments, thumb and gear contact; decide between a - finger-curl rig or the current open hand plus `HAND_ITEM_FORWARD`, and record the limit. +- [x] Face/head review: the eight library characters ARE built with the 0.9.4 face detail in + `tools/blender_assets.py._face()` — sculpted chin plate + cheekbones (`_shape_head_mesh`), + socketed sclera + thin upper lid, nose bridge/tip/wings, rounded mouth and ear concha. The + plain sphere head in `tools/npc_pipeline.py` is the frozen `npc_base` fallback only. The + ranked P1 "flat faceted cheek/brow + slit eyes" is therefore a readability/scale question on + the existing sculpt (head `seg=18/rings=12`, small offsets), not missing geometry. Next step + if the owner funds it: a single-variant `npc_casual` prototype that raises head subdivision + and deepens the cheek/brow offsets. Fix is gated on the owner scorecard review. +- [x] Hands/grip review: the hands ARE detailed — `tools/blender_assets.py._hands_and_shoes()` + builds a wider shallower palm, four two-segment bent fingers with rounded tips and a thumb; + gear contact is the open palm plus the `HAND_ITEM_FORWARD` (0.04 m) offset. Decision: **keep + the open palm + forward offset; a finger-curl rig stays out of scope** — there are no finger + bones in the 13-bone contract, so a curl rig is a contract decision, not a modelling tidy-up. + Recorded as ranked gap #6 (accept; revisit only if face work opens the budget). - [ ] Weights/pose: capture idle, walk, sit and wave; inspect shoulder, hip and neck collapse; fix the worst offenders using `rigging` practice without changing the 13-bone contract. **Blocked:** the new `capture_npc_pose.gd` reports the seated/walking pose while the saved diff --git a/docs/3d-model-review.md b/docs/3d-model-review.md index ab8e107..b0ea399 100644 --- a/docs/3d-model-review.md +++ b/docs/3d-model-review.md @@ -210,12 +210,14 @@ owner review decides. the most expensive (head rebuild + re-UV + re-AO per variant). Needs a targeted single-variant prototype before committing to eight. - Concrete edits (single-variant prototype on `npc_casual`, in `tools/npc_pipeline.py`): recess - the sclera into a socket instead of floating a 0.027 sphere on the head surface, add a thin - upper-lid plane above each eye, sculpt the cheek/brow/chin from the head sphere's front - vertices (the skinned GLB head is a uniform sphere today — no cheek planes, brow ridge or jaw), - and replace the single mouth cube with a shallow recessed mouth plus a lip line. Re-UV and - re-bake AO for the head, then capture the portrait before touching the other seven. + The eight library characters already carry the 0.9.4 face detail in + `tools/blender_assets.py._face()`: sculpted chin plate + cheekbones (`_shape_head_mesh`), + socketed sclera + thin upper lid, nose bridge/tip/wings, a rounded mouth and ear concha + (the plain sphere head in `tools/npc_pipeline.py` is the frozen `npc_base` fallback only). + So this gap is a readability/scale question on the existing sculpt — the head is + `seg=18/rings=12` with small offsets — not missing geometry. Concrete next step, if funded: + a single-variant `npc_casual` prototype that raises head subdivision and deepens the + cheek/brow offsets, then re-bakes AO and captures the portrait before touching the other seven. 2. **No pose/weight evidence (unknown).** Idle, walk, sit, block and turn deformation has never been captured as a review set, so shoulder/hip/neck collapse is unmeasured. Cheap to add and it gates any claim that the rig is acceptable.