Correct face/head review: library characters already carry the 0.9.4 sculpt; close hands/grip review
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@@ -210,12 +210,14 @@ owner review decides.
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the most expensive (head rebuild + re-UV + re-AO per variant). Needs a targeted single-variant
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prototype before committing to eight.
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Concrete edits (single-variant prototype on `npc_casual`, in `tools/npc_pipeline.py`): recess
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the sclera into a socket instead of floating a 0.027 sphere on the head surface, add a thin
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upper-lid plane above each eye, sculpt the cheek/brow/chin from the head sphere's front
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vertices (the skinned GLB head is a uniform sphere today — no cheek planes, brow ridge or jaw),
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and replace the single mouth cube with a shallow recessed mouth plus a lip line. Re-UV and
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re-bake AO for the head, then capture the portrait before touching the other seven.
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The eight library characters already carry 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, a rounded mouth and ear concha
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(the plain sphere head in `tools/npc_pipeline.py` is the frozen `npc_base` fallback only).
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So this gap is a readability/scale question on the existing sculpt — the head is
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`seg=18/rings=12` with small offsets — not missing geometry. Concrete next step, if funded:
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a single-variant `npc_casual` prototype that raises head subdivision and deepens the
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cheek/brow offsets, then re-bakes AO and captures the portrait before touching the other seven.
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2. **No pose/weight evidence (unknown).** Idle, walk, sit, block and turn deformation has never been
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captured as a review set, so shoulder/hip/neck collapse is unmeasured. Cheap to add and it
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gates any claim that the rig is acceptable.
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