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>
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# Visual Asset Pipeline
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Status: **Stub** — awaiting first visual sprint.
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Status: **Active** — catalog structure instantiated (T-1050); awaiting first
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model/texture/artwork/effects production sprint.
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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.
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@@ -19,12 +20,17 @@ Per **[D-244](../../../governance/decisions/architecture.md#d-244)**: the in-wor
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| Characters | — | — | 3D meshes composited at runtime via `CharacterVisualDescriptor` — see [character-asset-organization.md](../../architecture/character-asset-organization.md) |
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| Textures | [textures.md](textures.md) | 0 | PBR surface maps (BaseColor / Normal / Roughness) for 3D models |
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| 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) |
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| Icons | [icons.md](icons.md) | 0 | UI icons, status indicators (2D, UI layer only) |
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| Icons | [icons.md](icons.md) | 13 | UI icons, status indicators (2D, UI layer only) — as-built inventory of `client/assets/icons/` |
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| Effects | [effects.md](effects.md) | 0 | Shaders, particles, overlays |
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Naming, mask-sidecar, D-235-keyed texture, and multi-tile footprint
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conventions: [conventions.md](conventions.md).
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## Palette
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See [palette.md](palette.md) for art direction, "the angle", and colour relationships.
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See [palette.md](palette.md) for art direction: camera (D-148 gameplay / D-019
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offline-render), the toon-vs-PBR rendering treatment for environment props, the
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D-235 ObjectTag color/material register, and entity colour relationships (D-033).
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## Pipeline
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