Files
settled-reach/docs/assets/visual/README.md
T
jpmschweitzerandClaude Fable 5 f77e15d075 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>
2026-07-25 20:20:04 +02:00

47 lines
2.8 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
---
title: "Visual Asset Pipeline"
description: "Visual pipeline index — 3D models, textures, and flat 2D artwork (D-244)"
type: design
status: active
---
# Visual Asset Pipeline
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.
## Categories
| Category | File | Count | Description |
|----------|------|-------|-------------|
| Models | [models.md](models.md) | 0 | 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) |
| 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: 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
- **3D objects / props:** concept image (`/image-gen`) → Trellis image→3D (`/glb-gen`) → `.glb` → promoted to `client/assets/models/`.
- **Characters:** Quaternius source meshes, segmented + rigged, composited at runtime from slots (`CharacterVisualDescriptor`); see the character-asset doc.
- **Textures:** PBR maps authored/generated for 3D surfaces.
- **2D artwork** (paintings / flags / billboards / signage): the `/sprite-gen` **2D-artwork generator** → flat PNG → applied as a texture/decal on a flat surface in the 3D world.
## Decision References
- **[D-244](../../../governance/decisions/architecture.md#d-244):** 3D objects in-world; 2D limited to textures + flat artwork.
- D-159D-164: character 3D pipeline. D-241: asset promotion.
- D-019: top-down camera, "the angle". D-033: entity colour = relationship to player. D-045: environmental neutrality.