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# 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.