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>
47 lines
2.8 KiB
Markdown
47 lines
2.8 KiB
Markdown
---
|
||
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-159–D-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.
|