Refine environment surfaces and skyline haze
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@@ -57,16 +57,22 @@ Compatibility/Web parity, deterministic assets and offline CI.
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### Environment textures and materials
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- [ ] Audit the v2 picks (brick, sidewalk pavers, dry/wet asphalt, awning canvas,
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- [x] Audit the v2 picks (brick, sidewalk pavers, dry/wet asphalt, awning canvas,
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day/dusk/night skylines) at close range and in the entrance/street shots for
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seams, tiling, scale, contrast and normal-map strength.
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- [ ] Refine brick mortar/wear, paver joints/stains, asphalt aggregate/wet response
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seams, tiling, scale, contrast and normal-map strength. (New `surfaces` and
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`surfaces_joke` capture stages; no seam or UV-scale failures found.)
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- [x] Refine brick mortar/wear, paver joints/stains, asphalt aggregate/wet response
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and awning weave using the existing image/asset tooling; never overwrite a
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pick, use `-vN` candidates and promote validated results.
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- [ ] Check UV scales and material roughness/metallic profiles; keep day/night
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phase behavior and the wet-street transition intact.
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- [ ] Review distant skyline haze and foliage/planter surfaces against the concept
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references; fix obvious flatness without regressing readability.
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pick, use `-vN` candidates and promote validated results. (The Walk of Fame
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band now uses the paver/terrazzo texture; the neighbour awning keeps its
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cream stripe via a neutral tint and 4× UV. Brick/asphalt picks held up.)
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- [x] Check UV scales and material roughness/metallic profiles; keep day/night
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phase behavior and the wet-street transition intact. (Profiles and UV
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scales passed; dry/wet asphalt and phase switching unchanged.)
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- [x] Review distant skyline haze and foliage/planter surfaces against the concept
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references; fix obvious flatness without regressing readability. (Added
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world-height haze fade to the skyline shader; foliage/planters stayed
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stylized and readable, so no mesh change.)
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### Character and prop textures
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@@ -74,7 +80,8 @@ Compatibility/Web parity, deterministic assets and offline CI.
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refine fabric weave, skin variation and fixed detail materials. (256² maps rebuilt; fabric
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now uses a 4× UV weave and skips baked per-character AO, removing the portrait blotches;
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skin/hair/gear keep AO. Comparison `sheet_npc_baseline_compare-texuv.jpg`.)
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- [ ] Re-bake AO where geometry changes; verify the 256² maps and material wiring.
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- [x] Re-bake AO where geometry changes; verify the 256² maps and material wiring.
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(No character geometry changed in the texture pass; asset/base audits pass.)
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- [ ] Audit library props and UI/card/icon textures at their actual screen sizes;
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remove blurry/oversized or unused textures where safe.
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- [ ] Run texture audits, import, and the full asset test suite; record texture memory
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