Correct face/head review: library characters already carry the 0.9.4 sculpt; close hands/grip review
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@@ -100,14 +100,20 @@ licence-free zone only.
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*Skill route: `character-artist`, `retopology`, `rigging`, `uv-workflow`, `texture-workflow`,
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`materials`, `hair-groom`, `asset-optimization`, `lookdev`, `qa-review`.*
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- [x] Face/head review: the skinned GLB head is a uniform sphere with floating eye spheres, brow
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cubes and one mouth cube — no cheek/brow/chin sculpting or eye loops, which is the flat
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faceted read at portrait distance. Concrete edits written in `docs/3d-model-review.md` §1
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(single-variant `npc_casual` prototype: socketed sclera + upper lid, sculpted cheek/brow/chin
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vertices, recessed mouth + lip line, re-UV + re-AO). Fix is gated on the owner scorecard
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review.
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- [ ] Hands/grip: re-check palm, finger segments, thumb and gear contact; decide between a
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finger-curl rig or the current open hand plus `HAND_ITEM_FORWARD`, and record the limit.
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- [x] Face/head review: the eight library characters ARE built with the 0.9.4 face detail in
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`tools/blender_assets.py._face()` — sculpted chin plate + cheekbones (`_shape_head_mesh`),
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socketed sclera + thin upper lid, nose bridge/tip/wings, rounded mouth and ear concha. The
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plain sphere head in `tools/npc_pipeline.py` is the frozen `npc_base` fallback only. The
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ranked P1 "flat faceted cheek/brow + slit eyes" is therefore a readability/scale question on
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the existing sculpt (head `seg=18/rings=12`, small offsets), not missing geometry. Next step
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if the owner funds it: a single-variant `npc_casual` prototype that raises head subdivision
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and deepens the cheek/brow offsets. Fix is gated on the owner scorecard review.
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- [x] Hands/grip review: the hands ARE detailed — `tools/blender_assets.py._hands_and_shoes()`
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builds a wider shallower palm, four two-segment bent fingers with rounded tips and a thumb;
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gear contact is the open palm plus the `HAND_ITEM_FORWARD` (0.04 m) offset. Decision: **keep
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the open palm + forward offset; a finger-curl rig stays out of scope** — there are no finger
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bones in the 13-bone contract, so a curl rig is a contract decision, not a modelling tidy-up.
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Recorded as ranked gap #6 (accept; revisit only if face work opens the budget).
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- [ ] Weights/pose: capture idle, walk, sit and wave; inspect shoulder, hip and neck collapse;
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fix the worst offenders using `rigging` practice without changing the 13-bone contract.
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**Blocked:** the new `capture_npc_pose.gd` reports the seated/walking pose while the saved
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