docs(assets): 3D-model+texture catalog, glb-gen production path, conventions (T-1050)

Instantiates the five D-244 catalog files (models/textures/artwork/icons/
effects — icons carries the 13 as-built SVGs, stance icons traced to their
consumer and marked final), creates client/assets/models/{furniture,props}
with a schema-documented manifest.json mirroring the character manifest,
fixes glb-gen SKILL.md's stale 'path does not exist' paragraph, and authors
docs/assets/visual/conventions.md: category-first model naming (araminta
ruling), mask sidecars per the character convention, D-235-token-keyed
texture naming, footprint_tiles as manifest metadata. Door-state and
TileSet conventions are recorded as explicit deferrals (Phase-5 owned).
visual/README.md carries both this ticket's count/link updates and
T-1052's palette-section rewrite (shared file, committed here).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-25 20:20:04 +02:00
co-authored by Claude Fable 5
parent 3b3ef392c5
commit f77e15d075
12 changed files with 429 additions and 9 deletions
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@@ -95,11 +95,14 @@ Always mirror the category/subcategory path across stages so you can trace
Final game-ready assets are copied to `spikes/3dpipeline/models/` for spike
testing. For production, character GLBs go to `client/assets/characters/`
(already in active use — see its `bodies/`, `clothing/`, `hair/`,
`skeleton/`, etc. subdirectories). `client/assets/models/` does not exist —
there is no established production path yet for non-character categories
(furniture, props); that's a Phase-5 concern (Player control & in-world
rendering, per CLAUDE.md's Development Cascade). Until then, keep
non-character output staged under `.tmp/glb-gen/postproc/`.
`skeleton/`, etc. subdirectories). Non-character categories (furniture,
props) go to `client/assets/models/{furniture,props}/` — register every
promoted asset in `client/assets/models/manifest.json` (schema documented
inline in that file; mirrors the character manifest's per-item pattern).
Promotion = repo-canonical (D-241): an asset entering the manifest AND
`client/assets/models/` **is** the promotion act — nothing stays "promoted"
in `spikes/`. Naming, mask-sidecar, and texture conventions are in
`docs/assets/visual/conventions.md`.
## Post-process in Blender
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{
"_comment": "Environment prop/furniture manifest — schema mirrors client/assets/characters/manifest.json's per-item entry pattern (see docs/architecture/character-asset-organization.md). Keyed by asset name (matches the .glb basename, no extension). One entry per asset, NOT per-body-type variant — environment props are not body-fitted (D-244). An asset entering this manifest AND client/assets/models/ IS the promotion act (D-241); nothing stays 'promoted' in spikes/. Naming/mask-sidecar/texture conventions: docs/assets/visual/conventions.md.",
"_fields": {
"name": "string — asset name, matches the manifest key and the .glb basename",
"category": "string — 'furniture' | 'props' (matches the subdirectory)",
"source_model": "string — path to the .glb under client/assets/models/, e.g. 'furniture/table_baroque.glb'",
"subdirectory": "string — 'furniture' | 'props' (same as category; kept as its own field to match the character-manifest precedent of not deriving one field from another)",
"status": "string — planned | in-progress | placeholder | final (docs/assets/README.md vocab — shared with the catalog tables so manifest and catalog never disagree)",
"footprint_tiles": "[width, height] — multi-tile sim footprint in whole tiles (1 tile = 1m, D-243). Omit (or [1, 1]) for single-tile props.",
"mask": "string, optional — path to the recolor mask sidecar, e.g. 'furniture/table_baroque_mask.png'. Omit if the asset has no tintable region."
},
"_example_only_not_a_real_asset": {
"table_baroque": {
"category": "furniture",
"source_model": "furniture/table_baroque.glb",
"subdirectory": "furniture",
"status": "planned",
"footprint_tiles": [2, 1],
"mask": "furniture/table_baroque_mask.png"
}
},
"furniture": {},
"props": {}
}
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@@ -24,7 +24,7 @@ docs/assets/
README.md # This file — master index
_templates/
audio.md # Row template + detailed entry template for audio
sprite.md # LEGACY object-sprite row template (D-244 retired sprites; model/texture/artwork template TBD)
sprite.md # LEGACY object-sprite row template (D-244 retired sprites; model/texture/artwork rows are inline in each visual/*.md file, T-1050)
video.md # Row template + detailed entry template for video
audio/
README.md # Audio pipeline index — categories, status summary
@@ -40,6 +40,7 @@ docs/assets/
artwork.md # Flat 2D art — paintings, flags, billboards, signage (via /sprite-gen)
icons.md # UI icons, status indicators (UI layer)
effects.md # Shaders, particles, overlays
conventions.md # Model naming, mask sidecars, D-235-keyed texture naming, footprint metadata (T-1050)
video/
README.md # Video pipeline index
palette.md # Motion/editing style guide
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@@ -7,7 +7,8 @@ status: active
# Visual Asset Pipeline
Status: **Stub**awaiting first visual sprint.
Status: **Active**catalog structure instantiated (T-1050); awaiting first
model/texture/artwork/effects production sprint.
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.
@@ -19,12 +20,17 @@ Per **[D-244](../../../governance/decisions/architecture.md#d-244)**: the in-wor
| 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) |
| Icons | [icons.md](icons.md) | 0 | UI icons, status indicators (2D, UI layer only) |
| Icons | [icons.md](icons.md) | 13 | UI icons, status indicators (2D, UI layer only) — as-built inventory of `client/assets/icons/` |
| Effects | [effects.md](effects.md) | 0 | Shaders, particles, overlays |
Naming, mask-sidecar, D-235-keyed texture, and multi-tile footprint
conventions: [conventions.md](conventions.md).
## Palette
See [palette.md](palette.md) for art direction, "the angle", and colour relationships.
See [palette.md](palette.md) for art direction: camera (D-148 gameplay / D-019
offline-render), the toon-vs-PBR rendering treatment for environment props, the
D-235 ObjectTag color/material register, and entity colour relationships (D-033).
## Pipeline
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---
title: "Artwork — Visual Assets"
description: "Flat 2D artwork asset catalog — paintings, flags, billboards, signage, screen content"
type: design
status: active
---
# Artwork — Visual Assets
Flat 2D art — paintings, flags, billboards, signage, screen content — that
lives as a texture/decal on a flat surface *within* the 3D world. This is one
of the two flattened-2D exceptions under D-244 (the other is
[textures.md](textures.md)); it is not a sprite layer.
## Generation Approach
Produced via the `/sprite-gen` skill's **repurposed 2D-artwork role**
(`renderer/README.md`) — the offline Godot renderer originally built for the
retired object-sprite pipeline (#541 spike), now serving flat-artwork
rendering. Camera/lighting/resolution mechanics from that pipeline are
reused; the "render every entity/object/wall to sprites" framing in
`renderer/README.md` is legacy and does not apply here.
Output is promoted to `client/assets/artwork/` (per `renderer/README.md`'s
own note: flat-artwork output goes to `client/assets/textures` or
`client/assets/artwork`, never `client/assets/sprites/`).
## Assets
| ID | Filename | Status | Type | Notes | Sprint/Ticket |
|----|----------|--------|------|-------|---------------|
No artwork has entered production yet — this table is intentionally empty at
initial creation (T-1050).
## Cross-References
- [conventions.md](conventions.md)
- `renderer/README.md` — repurposed 2D-artwork render pipeline
- `.claude/skills/sprite-gen/SKILL.md`
- [D-244](../../../governance/decisions/architecture.md#d-244-asset-rendering--3d-objects-in-world-2d-limited-to-textures--flat-artwork)
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---
title: "Visual Asset Conventions"
description: "Model naming, mask sidecars, D-235-keyed texture naming, and multi-tile footprint metadata for the 3D asset pipeline"
type: design
status: active
---
# Visual Asset Conventions
Single home for 3D-model and texture naming conventions (D-244 — the in-world
view renders 3D objects directly; there is no per-object sprite layer). This
file is the cross-link target from `.claude/skills/glb-gen/SKILL.md` and the
catalog files in `docs/assets/visual/`.
---
## 1. Model naming
Format: `<category>_<descriptor>.glb`
Examples: `table_baroque.glb`, `chair_modernist.glb`, `door_sliding.glb`.
**Ruling (delegated to Araminta, art seat, batch-5 activation — T-1052):
category-first, not descriptor-first.** Rationale: category-first matches
the shipped, in-active-use character-asset clothing convention
(`<category>_<descriptor>``jacket_modern.glb`, `boots_modern.glb`,
`pants_formal.glb`, all live under `client/assets/characters/clothing/`) and
gives every future asset browser/manifest a stable alphabetical grouping by
type (all tables sort together, all chairs sort together). The 3dpipeline
spike's descriptor-first naming (`baroque_table.glb`, `modernist_chair.glb`,
`spikes/3dpipeline/README.md`) was pre-convention scratch work, not a
precedent to preserve — D-241 already treats spike naming as disposable at
promotion time. **Surfaced to Jeroen for cheap veto** (lead delegation note,
T-1050).
`category` is the subdirectory-agnostic object type (`table`, `chair`,
`door`, `lamp`, `statue`); `descriptor` distinguishes style/variant
(`baroque`, `modernist`, `sliding`). Category is not required to match the
`furniture`/`props` subdirectory name — a `statue` and a `table` can both be
`furniture` or both be `props` depending on where they land; the manifest's
`category` field, not the filename, is authoritative for that split.
---
## 2. Mask sidecars
Convention: `<model>_mask.png`, single-channel (R-only greyscale), sitting
next to the GLB — per the character-asset convention (Section 3,
`docs/architecture/character-asset-organization.md`). White = tintable
region, black = preserve original texture (`hint_default_black`: no mask
loaded = no tinting; assets without a mask render with their original
Trellis/authored texture).
Example: `table_baroque.glb` + `table_baroque_mask.png` (this is the existing
Trellis convention already proven in the 3dpipeline spike, just re-ordered to
category-first per Section 1's ruling).
**Multi-region tinting.** If a single-channel mask is insufficient (an item
needs more than one independently-tintable region), follow the RGBA
channel-routed convention from `character-asset-organization.md` Section 11
(T-1089) — R/G/B/A → four independent tints, cross-fading correctly under
bilinear filtering — rather than reinventing a greyscale-band scheme (that
approach was tried for clothing and rejected; see that doc's Section 5
correction). This is the same mechanism, not a parallel one: environment
props reuse the clothing pipeline's multi-region shader family rather than
inventing a props-specific one.
---
## 3. Texture naming (D-235 tokens)
PBR surface maps for building-exterior and environment surfaces are named by
the ratified **ObjectTag vocabulary** (D-235 amendment, T-995,
`wiki/economics/object_tag_vocabulary.toml`), **not** the retired
`renderer/README.md` `<model>_<direction>_<resolution>.png` scheme. That
scheme is direction-indexed for the retired 4-direction sprite render
(`renderer/README.md`'s now-legacy object-sprite mode) and does not apply to
PBR texture maps at all — there is no "direction" for a texture, only **map
type** (basecolor / normal / roughness).
Format: `<object_tag>_<map_type>.png`
Map types: `basecolor`, `normal`, `roughness`. (`metallic` and `ao` may be
added if a material needs them; keep the same `<object_tag>_<map_type>`
shape.)
Examples, drawn from the D-235 ratified tags:
- `concrete_wall_basecolor.png`, `concrete_wall_normal.png`, `concrete_wall_roughness.png`
- `pitched_roof_normal.png`
- `stone_wall_basecolor.png`
- `generic_wall_basecolor.png` (fallback-terminal placeholder — D-235's
fallback hierarchy: every specific tag degrades to a `generic_*` parent
until the specific texture ships, then upgrades in place)
The full ratified axis lists (wall/roof/facade/street + the four `generic_*`
fallback terminals) live in `wiki/economics/object_tag_vocabulary.toml`
this doc does not duplicate that list; it names the file-naming convention
that keys off it.
---
## 4. Multi-tile footprint metadata
A table or couch spans multiple sim tiles regardless of whether it's
rendered as a sprite or a 3D model — this requirement survived the D-244
pivot unchanged. It is **not** expressed as a filename convention (a
sprite-era assumption); it is a `manifest.json` field:
```json
"footprint_tiles": [2, 1]
```
`[width, height]` in whole tiles (1 tile = 1m, D-243's voxel unit). Single
Sunday-tile props omit the field or set it to `[1, 1]`. See
`client/assets/models/manifest.json`'s `_fields` block for the authoritative
field definition alongside the rest of the per-asset schema.
---
## 5. Deferred — door state handling (NOT authored here)
**Do not port a state-frame suffix convention** (e.g. `door_open.glb` /
`door_closed.glb`). An earlier draft of this ticket (2026-06-16, since
superseded) proposed exactly that — baked open/closed GLB variants — which is
sprite-era thinking (baked state = baked frame) carried over from the retired
object-sprite model.
For a 3D object, the door's open/closed/locked/sealed state (T-979/T-998's
`DoorSpec`: `Open` / `Closed` / `TemporalWindow` / `Locked` / `Sealed`) is a
**runtime transform/animation on one door `.glb`**, not separate baked
models. The actual mechanism — `AnimationPlayer` swing vs. procedural hinge
rotation vs. a door-model convention with a named "open" bone — is a
**Phase-5 rendering decision** (player control + in-world rendering, per the
cascade), not a Phase-4 asset-catalog concern.
This doc records only the negative constraint above (no state-frame suffix
files). The positive mechanism is deferred to whichever Phase-5 ticket
handles door rendering — do not invent a runtime convention here.
---
## 6. Deferred — Godot TileSet resource organization (OUT OF SCOPE)
A `<tileset>/<tile_id>.tres` convention is **out of scope for this doc and
this phase**, removed from the ticket that spawned this file. Reason:
`client/scripts/rendering/tile_renderer.gd`'s `TileSet` is an
explicitly-labeled placeholder ("programmatic TileSet with placeholder
colored rectangles," D-014), and the cascade rule (`CLAUDE.md`) states the
current in-world rendering code is "left as-is until Phase 5 — do not build
on it or rip it out before then." Authoring a `.tres` resource-organization
convention now would mean building on Phase-5-owned code from Phase 4. This
section is intentionally not written; a future Phase-5 ticket owns it.
---
## Cross-References
- [D-244](../../../governance/decisions/architecture.md#d-244-asset-rendering--3d-objects-in-world-2d-limited-to-textures--flat-artwork) — 3D objects in-world; 2D limited to textures + flat artwork.
- [D-241](../../../governance/decisions/process.md#d-241-spike-binary-artifacts-are-local-only--gitignored-never-tracked) — spike binaries local-only; promotion = repo-canonical.
- [D-235](../../../governance/decisions/architecture.md#d-235-building-exterior-visual-grammar-and-material-vocabulary) — ObjectTag vocabulary, ratified in `wiki/economics/object_tag_vocabulary.toml` (T-995).
- [D-243](../../../governance/decisions/architecture.md#d-243) — spatial scale ladder (1m voxel/tile unit for `footprint_tiles`).
- `docs/architecture/character-asset-organization.md` — Sections 3, 5, 11 (mask sidecar precedent, multi-region RGBA convention).
- `client/assets/models/manifest.json` — the schema this doc's naming/metadata conventions feed.
- `.claude/skills/glb-gen/SKILL.md` — the production pipeline that writes to `client/assets/models/`.
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---
title: "Effects — Visual Assets"
description: "Shader, particle, and overlay asset catalog"
type: design
status: active
---
# Effects — Visual Assets
Shaders, particles, and overlays — the visual-effects layer distinct from
models/textures/artwork/icons. Includes both 3D-scene shaders (toon,
recolor-mask, outline) and 2D `CanvasLayer` overlays (fog, cognitive-delay
cues).
## Generation Approach
Hand-authored GDShader files, proven in the 3dpipeline and quaternius-
aesthetic spikes (`toon.gdshader`, `toon_masked.gdshader`,
`outline.gdshader`, `toon_garment.gdshader` — see
`docs/architecture/character-asset-organization.md` Sections 2 and 11 for
the shader family already in production use under
`client/assets/characters/shaders/`). New effects (particles, screen-space
overlays) are authored per-need; there is no generation pipeline analogous to
`/glb-gen`/`/sprite-gen` for this category.
## Assets
| ID | Filename | Status | Type | Notes | Sprint/Ticket |
|----|----------|--------|------|-------|---------------|
This table intentionally excludes the character shader family already
tracked and documented in `character-asset-organization.md` (`toon.gdshader`,
`toon_masked.gdshader`, `outline.gdshader`, `toon_garment.gdshader`) — that
doc is their canonical home. This file catalogs effects/particles/overlays
that don't already have a home elsewhere; none exist yet (T-1050 initial
creation).
## Cross-References
- `docs/architecture/character-asset-organization.md` — character shader family (canonical home, not duplicated here)
- [D-244](../../../governance/decisions/architecture.md#d-244-asset-rendering--3d-objects-in-world-2d-limited-to-textures--flat-artwork)
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---
title: "Icons — Visual Assets"
description: "UI icon asset catalog — as-built inventory of client/assets/icons/"
type: design
status: active
---
# Icons — Visual Assets
UI icons and status indicators. 2D, UI layer only — not part of the D-244 3D
in-world pivot (icons render on `CanvasLayer`, not in the 3D scene).
## Generation Approach
Hand-authored SVGs, tinted at runtime via `res://shaders/icon_tint.gdshader`
(see `client/ui/stance_indicator.gd` for the tint-shader integration
pattern).
## Assets
13 SVGs already exist in `client/assets/icons/` — this is the as-built
inventory, not a zero-start table.
| ID | Filename | Status | Category | Notes | Sprint/Ticket |
|----|----------|--------|----------|-------|---------------|
| ICO-001 | `icon_stance_walk.svg` | final | Stance | Wired into `client/ui/stance_indicator.gd` (`StanceIndicator` icon map), tinted via `icon_tint.gdshader`. | — |
| ICO-002 | `icon_stance_sprint.svg` | final | Stance | Wired into `stance_indicator.gd`. | — |
| ICO-003 | `icon_stance_careful.svg` | final | Stance | Wired into `stance_indicator.gd`. | — |
| ICO-004 | `icon_stance_crouch.svg` | final | Stance | Wired into `stance_indicator.gd`. | — |
| ICO-005 | `icon_action_examine.svg` | placeholder | Action | SVG exists; not yet wired into a script/scene. | — |
| ICO-006 | `icon_action_follow.svg` | placeholder | Action | SVG exists; not yet wired into a script/scene. | — |
| ICO-007 | `icon_action_observe.svg` | placeholder | Action | SVG exists; not yet wired into a script/scene. | — |
| ICO-008 | `icon_action_talk.svg` | placeholder | Action | SVG exists; not yet wired into a script/scene. | — |
| ICO-009 | `icon_item_access_token.svg` | placeholder | Item | SVG exists; not yet wired into a script/scene. | — |
| ICO-010 | `icon_item_comm_log.svg` | placeholder | Item | SVG exists; not yet wired into a script/scene. | — |
| ICO-011 | `icon_item_manifest.svg` | placeholder | Item | SVG exists; not yet wired into a script/scene. | — |
| ICO-012 | `icon_status_health.svg` | placeholder | Status | SVG exists; not yet wired into a script/scene. | — |
| ICO-013 | `icon_status_perception.svg` | placeholder | Status | SVG exists; not yet wired into a script/scene. | — |
`Status` here follows the shared vocab (`docs/assets/README.md`):
`final` = shipped and wired into a consuming script/scene; `placeholder` =
asset exists on disk but has no confirmed runtime consumer yet. If a
teammate wires one of the placeholder icons into a script, flip its row to
`final` and note the consumer, matching the `icon_stance_*` rows above.
## Cross-References
- `client/assets/icons/` — the SVG files this table catalogs
- `client/ui/stance_indicator.gd` — the one confirmed consumer (stance icons)
- `res://shaders/icon_tint.gdshader` — runtime tint shader
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---
title: "Models — Visual Assets"
description: "3D object/furniture/prop asset catalog — status table for the Trellis glb-gen pipeline"
type: design
status: active
---
# Models — Visual Assets
3D objects and furniture/props rendered directly in-world as `.glb` meshes
(D-244 — no per-object sprite layer). Produced via the Trellis image→3D
pipeline (`/glb-gen`), promoted per D-241 into `client/assets/models/`.
## Generation Approach
- **Concept image:** `/image-gen` produces a concept PNG (square, plain dark
background, single object centered, 3/4 front view — see
`.claude/skills/glb-gen/SKILL.md` "Input Requirements").
- **Image → 3D:** Trellis (`tower-of-joy:11510`) converts the concept image
to a raw `.glb` (`/glb-gen`).
- **Post-process:** Blender normalizes scale, centers the mesh, generates the
recolor mask sidecar, and sets up materials for toon rendering
(`.claude/skills/glb-gen/scripts/postprocess_glb.py`).
- **Promotion:** the finished `.glb` (+ mask, if tintable) lands in
`client/assets/models/{furniture,props}/` and is registered in
`client/assets/models/manifest.json` — that registration + placement act
**is** the promotion (D-241); it does not stay a "promoted" spike artifact.
Naming, mask-sidecar, and multi-tile footprint conventions:
[conventions.md](conventions.md).
## Assets
| ID | Filename | Status | Category | Footprint | Notes | Sprint/Ticket |
|----|----------|--------|----------|-----------|-------|---------------|
No models have entered production yet — this table is intentionally empty at
initial creation (T-1050). Rows are added as assets are promoted into
`client/assets/models/manifest.json`; keep this table's `Status` column in
sync with the manifest's `status` field (shared vocab: planned /
in-progress / placeholder / final, `docs/assets/README.md`).
## Cross-References
- [conventions.md](conventions.md) — naming, mask sidecars, footprint metadata
- `client/assets/models/manifest.json` — the machine-readable per-asset registry
- `.claude/skills/glb-gen/SKILL.md` — production pipeline
- [D-244](../../../governance/decisions/architecture.md#d-244-asset-rendering--3d-objects-in-world-2d-limited-to-textures--flat-artwork), [D-241](../../../governance/decisions/process.md#d-241-spike-binary-artifacts-are-local-only--gitignored-never-tracked)
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---
title: "Textures — Visual Assets"
description: "PBR surface map asset catalog for 3D model and building-exterior surfaces"
type: design
status: active
---
# Textures — Visual Assets
PBR surface maps (BaseColor / Normal / Roughness) applied to 3D model and
building-exterior surfaces. The only flattened 2D content besides flat
artwork (D-244) — a texture has no "direction," only map type.
## Generation Approach
- **Building-exterior surfaces:** named by the ratified ObjectTag vocabulary
(D-235 amendment, T-995, `wiki/economics/object_tag_vocabulary.toml`) — see
[conventions.md](conventions.md) §3 for the naming convention and the
fallback-hierarchy note (every specific tag degrades to a `generic_*`
parent until its specific texture ships).
- **Model surfaces:** Trellis bakes a texture atlas directly onto the mesh
during `/glb-gen` (no separate texture-authoring step for most
furniture/props) — see [models.md](models.md). This file tracks
**standalone** PBR maps: building-exterior materials and any surface asset
authored or generated independent of a specific model.
## Assets
| ID | Filename | Status | Map Type | ObjectTag | Notes | Sprint/Ticket |
|----|----------|--------|----------|-----------|-------|---------------|
No textures have entered production yet — this table is intentionally empty
at initial creation (T-1050). Per D-235, the texture library itself is
Phase 5+/post-launch work (behind the fallback chain); this file exists now
so the catalog structure is in place ahead of that work landing.
## Cross-References
- [conventions.md](conventions.md) — D-235-keyed texture naming
- [models.md](models.md) — model-baked textures (Trellis atlas bakes)
- [D-235](../../../governance/decisions/architecture.md#d-235-building-exterior-visual-grammar-and-material-vocabulary) — ObjectTag vocabulary + fallback hierarchy
- `wiki/economics/object_tag_vocabulary.toml` — the ratified tag registry