Correct face/head review: library characters already carry the 0.9.4 sculpt; close hands/grip review
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zwitschi committed 2026-11-03 20:03:06 +01:00
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@@ -100,14 +100,20 @@ licence-free zone only.
*Skill route: `character-artist`, `retopology`, `rigging`, `uv-workflow`, `texture-workflow`, *Skill route: `character-artist`, `retopology`, `rigging`, `uv-workflow`, `texture-workflow`,
`materials`, `hair-groom`, `asset-optimization`, `lookdev`, `qa-review`.* `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 - [x] Face/head review: the eight library characters ARE built with the 0.9.4 face detail in
cubes and one mouth cube — no cheek/brow/chin sculpting or eye loops, which is the flat `tools/blender_assets.py._face()` — sculpted chin plate + cheekbones (`_shape_head_mesh`),
faceted read at portrait distance. Concrete edits written in `docs/3d-model-review.md` §1 socketed sclera + thin upper lid, nose bridge/tip/wings, rounded mouth and ear concha. The
(single-variant `npc_casual` prototype: socketed sclera + upper lid, sculpted cheek/brow/chin plain sphere head in `tools/npc_pipeline.py` is the frozen `npc_base` fallback only. The
vertices, recessed mouth + lip line, re-UV + re-AO). Fix is gated on the owner scorecard ranked P1 "flat faceted cheek/brow + slit eyes" is therefore a readability/scale question on
review. the existing sculpt (head `seg=18/rings=12`, small offsets), not missing geometry. Next step
- [ ] Hands/grip: re-check palm, finger segments, thumb and gear contact; decide between a if the owner funds it: a single-variant `npc_casual` prototype that raises head subdivision
finger-curl rig or the current open hand plus `HAND_ITEM_FORWARD`, and record the limit. 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; - [ ] 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. 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 **Blocked:** the new `capture_npc_pose.gd` reports the seated/walking pose while the saved
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@@ -210,12 +210,14 @@ owner review decides.
the most expensive (head rebuild + re-UV + re-AO per variant). Needs a targeted single-variant the most expensive (head rebuild + re-UV + re-AO per variant). Needs a targeted single-variant
prototype before committing to eight. prototype before committing to eight.
Concrete edits (single-variant prototype on `npc_casual`, in `tools/npc_pipeline.py`): recess The eight library characters already carry the 0.9.4 face detail in
the sclera into a socket instead of floating a 0.027 sphere on the head surface, add a thin `tools/blender_assets.py._face()`: sculpted chin plate + cheekbones (`_shape_head_mesh`),
upper-lid plane above each eye, sculpt the cheek/brow/chin from the head sphere's front socketed sclera + thin upper lid, nose bridge/tip/wings, a rounded mouth and ear concha
vertices (the skinned GLB head is a uniform sphere today — no cheek planes, brow ridge or jaw), (the plain sphere head in `tools/npc_pipeline.py` is the frozen `npc_base` fallback only).
and replace the single mouth cube with a shallow recessed mouth plus a lip line. Re-UV and So this gap is a readability/scale question on the existing sculpt — the head is
re-bake AO for the head, then capture the portrait before touching the other seven. `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 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 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. gates any claim that the rig is acceptable.