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.glbnow holds the higher-resolution standalone prototype. The owner accepted the basic head; the automated vision gate still records REJECT on the eye/lid region as deferred polish. See../../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).
1.85 m comparison (top = current, bottom = new)
Left to right: front, three-quarter, profile.
New head at 1.5 m (portrait)
Contract and checks
blender_assets.py inspecton the assemblednpc_casualwith the new head: 14 bones, skinned, no issues.- Source:
assets/models/blender_src/makehuman_head.glb(CC0, attributed inCREDITS.md). - Python 167/167, Godot 277/277,
check_docsOK.
Remaining polish (known, not blockers)
- The hair cap still reads as a stepped block instead of hugging the skull.
- The brows weld to the face but can read as a slightly separate bar.
- The neck underside cap is plain; it is hidden by the body neck in the assembled character.
- The head skin is 1.5k tris (smooth but low-poly); a retopology pass could add resolution if a portrait shows faceting.
Decision (2026-11-04, owner)
The MakeHuman-head direction is approved for the basic human head. The remaining review is the assembled prototype's hair cap and full-body silhouette. After that, roll the head into the other 11 variants (one asset family at a time) with a before/after sheet per batch, then re-run the 24-NPC budget + AO bake.


