Review round (Hoshe + Tyre, both REQUEST_CHANGES) fully addressed: palette.md's glass carve-out re-keyed from retired never-shipped tokens (precision_glass/smart_facade) to the ratified glass_curtain_wall (wall) + industrial_glazing (facade); the toon/PBR treatment promoted from a docs-only ruling to D-257 (architecture, cross-refs D-235/D-244/D-043/ D-044/D-033) with palette.md §2 now citing it as authority; D-149 + D-257 added to decision_refs; manifest.json _comment gains the explicit underscore-prefix loader skip contract; master pipeline table Visual row Stub -> Active; conventions.md mask pointer Section 3 -> 5; pre-existing broken D-066 links in the mood-board transcript repaired (leave-cleaner). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
title, description, type, status
| title | description | type | status |
|---|---|---|---|
| Visual Asset Pipeline | Visual pipeline index — 3D models, textures, and flat 2D artwork (D-244) | design | active |
Visual Asset Pipeline
Status: Active — catalog structure instantiated (T-1050); awaiting first model/texture/artwork/effects production sprint.
Per 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 | 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 |
| Textures | textures.md | 0 | PBR surface maps (BaseColor / Normal / Roughness) for 3D models |
| Artwork | 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 | 13 | UI icons, status indicators (2D, UI layer only) — as-built inventory of client/assets/icons/ |
| Effects | effects.md | 0 | Shaders, particles, overlays |
Naming, mask-sidecar, D-235-keyed texture, and multi-tile footprint conventions: conventions.md.
Palette
See 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 toclient/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-gen2D-artwork generator → flat PNG → applied as a texture/decal on a flat surface in the 3D world.
Decision References
- 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.