# MakeHuman head prototype Status: **local prototype, rejected by the automated visual gate, not integrated.** The asset is a standalone head/neck extracted from the CC0 MakeHuman base in `tmp/npc-research/makehuman/base.obj`. It is kept as a reviewable experiment and is not part of the shipped NPC contract. ## Asset - GLB: [`assets/models/blender_src/makehuman_head.glb`](../assets/models/blender_src/makehuman_head.glb) - Review sheet: [`blender_previews/sheet_makehuman_head.jpg`](blender_previews/sheet_makehuman_head.jpg) - Source workflow (development-only): `tmp/npc-research/build_makehuman_head.py` — extracts the MakeHuman head, cuts it at the neck, keeps the head/eye/mouth components, cuts an almond aperture through a skin eyelid mask, adds recessed eyeballs with flat iris/pupil discs, anchors brows to the face surface, renders front/three-quarter/profile and exports the standalone GLB. - Measurements (final build, `inspect`): **12,641 triangles / 7,690 split vertices**; bounds approximately `x ±0.094 m`, `y -0.180…0.042 m`, `z 1.530…1.803 m` in project Z-up space. It is inside the 16,000/16,000 character cap. - Materials used: `skin`, `eye_white`, `iris`, `pupil`, `hair`. No textures are baked into this prototype. ![MakeHuman head review sheet](blender_previews/sheet_makehuman_head.jpg) ## What was done 1. Imported the CC0 MakeHuman base OBJ and cleared the importer axis rotation. 2. Applied the project scale/axis transform: 1.82 m body, Z-up, metres, front −Y. 3. Cut the head at the neck (`z ≈ 1.53`) rather than keeping the cut shoulders; capped the neck opening. 4. Built an eyelid mask by subtracting an almond aperture from a skin sphere centred on each eye (`solver = "EXACT"`), then recessed the globes so the cornea sits behind the lid plane. 5. Added flat iris/pupil discs on the globe axis; disabled backface culling so the discs stay visible at three-quarter angles. 6. Anchored brow strips to the skin with object-space ray casts and added a shallow supraorbital ridge so they do not float, then reduced the crown height to improve the profile silhouette. 7. Fixed a material-remap bug introduced by joining the extra eye objects: the joined head faces were pointing at the `eye_white` slot, making the whole head render as white clay. The largest connected component is now forced back onto `skin` after the join. 8. Rendered front/three-quarter/profile views in a neutral review studio and exported the standalone GLB. ## Provenance - Base mesh: MakeHuman / MPFB base, CC0, from the local research set `tmp/npc-research/makehuman/`; see [`CREDITS.md`](../CREDITS.md). - The head is a **derived prototype**, not a shipped NPC. It does not enter `assets/models/blender/npc/`, `npc_base`, the runtime `NpcAvatar` path, CI, or a release package until the NPC overhaul plan accepts it. - Source photographs/proportions are not used as textures here; this is a geometry-only head built from the researched model data. ## Review criteria Accept only if: - the head reads as human at front/three-quarter/profile and the neck is a clean head/bust silhouette, not a shoulder cut; - eyes, brow, nose, mouth and ears are readable without spikes, holes or floating shells; - the asset is inside the character budget and has no script/contract violation; - the prototype remains clearly local and un-integrated until the part pipeline is approved. ## Judge result **VERDICT: REJECT** (vision judge `z-ai/glm-5.3-flash`, final build render set above). The gate is blocked; the prototype is not presented as an accepted head. Blocking findings: - **P0 — globe depth is inconsistent across views.** The front/three-quarter reads still show a bead-like iris with a pale sclera halo, while the profile reduces the eye to a brown sliver. The judge reads this as a faked recess rather than a socketed globe under a lid. - **P0 — no convincing lid overlap.** The iris remains nearly circular in front and the upper lid does not visibly clip the globe; the skin lid mask reads as a crater around a bead. - **P0 — iris orientation reads decal-locked** at three-quarter, so the gaze appears to drift off the head axis. - **P0 — the aperture/lid mask is too circular** and lacks medial/lateral canthi, so the eye still reads as a doll eye at portrait distance. Should-fix findings: - the brow tubes are better anchored but the medial ends still detach in three-quarter/profile; - nose lacks a defined tip/wing and nostrils; - mouth is a faint geometric seam with no lip volume; - crown/back-of-skull is still faceted and egg-like in profile; - the catchlight is baked geometry and is not consistent between eyes. What passed: the skin/eye material remap is correct, the eye openings are closed, the standalone GLB reports **12,641 triangles / 7,690 split vertices** with no issues, and an assembled `npc_casual` with this head passes `inspect` at **15,532 / 16,000 triangles, 13,310 split vertices, 14 bones, no issues**. Known limits: bald mannequin-like presentation, stylized geometry-only iris/pupil, no rig, no UV texture pass, and the neck cap is a review cut rather than a body-welded seam. ## Next steps after the gate passes - Replace the radial lid mask with real upper/lower lid masses that fold over the globe, with pointed canthi, and pass the profile view. - Move the iris onto a curved cornea cap so its orientation follows the globe at three-quarter angles, and use a lighting-driven catchlight instead of baked white geometry. - Compare against the project `_face` baseline and decide whether this head is the base for the local head/face overhaul. - Add a clean UV/material pass and a contract armature/weights if it becomes part of a library character. - Keep the source script under `tmp/`; promote only the reviewed GLB and durable docs/preview sheet.