# Head rework — review page (2026-11-04) > **Historical page / changed source (2026-11-04).** The numbers below describe the > earlier decimated MakeHuman head (1,548-tri skin). The shared source > `assets/models/blender_src/makehuman_head.glb` now holds the higher-resolution > standalone prototype; its automated vision gate returned **REJECT** (inconsistent > globe depth across views and no visible lid overlap). See > [`../../makehuman-head-review.md`](../../makehuman-head-review.md). Re-run the > library head build before relying on the comparison counts below. This page is the review checkpoint for the NPC head rework. The goal was to replace the sphere-and-floating-primitive face with a head that has real nose / chin / jaw landmarks at portrait distance. ## What changed The original procedural face is a head sphere plus separate nose, mouth, ear and eye primitives. The new head uses the **decimated MakeHuman head** (CC0, 1,573 tris) as the base shape and keeps the project's separate eyeballs, brow and mouth pieces on top. An AI judge was used to drive the decision: it scored the procedural rework at ~3/5 and then picked the MakeHuman head as the clearer silhouette. | | Source | Tris (head) | Read | | --- | --- | --- | --- | | **Before** | procedural `_face` (sphere + primitives) | ~1,900 | flat face, slit eyes | | **After** | overhauled MakeHuman head + project eyes/brows/mouth | ~1,880 | smooth nose/chin/jaw landmarks | The head source was overhauled 2026-11-04: the blocky decimated MakeHuman head was welded (merge-by-distance) and Laplacian-relaxed into one clean manifold shell (`makehuman_head.glb`, 1,548 tris skin), then the project eyes/brows/mouth were added. ## AI-generated target concept The rework was guided by two generated concept frames (front + profile, `bytedance-seed/seedream-4.5`). ![concept](sheet_concept.jpg) ## 1.85 m comparison (top = current, bottom = new) Left to right: front, three-quarter, profile. ![1.85 m comparison](sheet_compare_1.85.jpg) ## New head at 1.5 m (portrait) ![1.5 m portrait](sheet_head_1.5.jpg) ## Contract and checks - `blender_assets.py inspect` on the assembled `npc_casual` with the new head: **14 bones, skinned, no issues**. - Source: `assets/models/blender_src/makehuman_head.glb` (CC0, attributed in `CREDITS.md`). - Python 167/167, Godot 277/277, `check_docs` OK. ## Remaining polish (known, not blockers) 1. The hair cap still reads as a stepped block instead of hugging the skull. 2. The brows weld to the face but can read as a slightly separate bar. 3. The neck underside cap is plain; it is hidden by the body neck in the assembled character. 4. The head skin is 1.5k tris (smooth but low-poly); a retopology pass could add resolution if a portrait shows faceting. ## Decision needed Approve or reject the MakeHuman-head direction. If approved, the next step is rolling it into the other 11 variants (one asset family at a time) with a before/after sheet per batch, and re-running the 24-NPC budget + AO bake.