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