data(assets): promote the four spike GLBs — first production environment assets (T-1204)

table_baroque, chair_modernist, desk_scifi (furniture, with mask
sidecars) and lion_statue (props, non-tintable) enter
client/assets/models/ under the category-first convention, byte-
identical to the spike sources (MD5-verified; spikes/ untouched,
vw_beetle excluded per the Q-067 deferral). Postprocess verified
already-applied by Blender node-graph inspection (mat_primary,
roughness=1.0/specular=0.0 shader inputs — the convenience properties
read stale defaults, the graph is authoritative), so not re-run. All
four registered in manifest.json at 'planned' with footprint_tiles
[1,1] (a flagged judgment call — normalized spike geometry erases
real-world scale; the brief ruling goes to araminta in review).
In-engine proof: clean headless import + ResourceLoader load +
instantiate for all four. Discovery documented in conventions.md §2 +
glb-gen SKILL.md: Godot externalizes the GLB's embedded texture as a
<model>_Image_0.png sidecar referenced by binary UID — it must be
committed or loading breaks with an undiscoverable dependency error.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-26 12:55:28 +02:00
co-authored by Claude Fable 5
parent 74e95148ae
commit 2f87c1a65f
16 changed files with 89 additions and 10 deletions
+3 -3
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@@ -7,8 +7,8 @@ status: active
# Visual Asset Pipeline
Status: **Active** — catalog structure instantiated (T-1050); awaiting first
model/texture/artwork/effects production sprint.
Status: **Active** — catalog structure instantiated (T-1050); first models
promoted (T-1204); textures/artwork/effects production still pending.
Per **[D-244](../../../governance/decisions/architecture.md#d-244)**: the in-world view renders **3D objects directly**. The only flattened 2D content is **textures** (PBR maps on 3D surfaces) and **flat 2D artwork** (paintings, flags, billboards, signage) applied as textures/decals on flat surfaces *within* the 3D world. **There is no per-object sprite layer** — game objects are not pre-rendered to sprites.
@@ -16,7 +16,7 @@ Per **[D-244](../../../governance/decisions/architecture.md#d-244)**: the in-wor
| Category | File | Count | Description |
|----------|------|-------|-------------|
| Models | [models.md](models.md) | 0 | 3D objects/props (`.glb`) via Trellis (`/glb-gen`), promoted per [D-241] |
| Models | [models.md](models.md) | 4 | 3D objects/props (`.glb`) via Trellis (`/glb-gen`), promoted per [D-241] |
| Characters | — | — | 3D meshes composited at runtime via `CharacterVisualDescriptor` — see [character-asset-organization.md](../../architecture/character-asset-organization.md) |
| Textures | [textures.md](textures.md) | 0 | PBR surface maps (BaseColor / Normal / Roughness) for 3D models |
| Artwork | [artwork.md](artwork.md) | 0 | Flat 2D art — paintings, flags, billboards, signage, screen content — applied as textures/decals (via the `/sprite-gen` 2D-artwork generator) |