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>
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title, description, type, status
| title | description | type | status |
|---|---|---|---|
| Visual Asset Conventions | Model naming, mask sidecars, D-235-keyed texture naming, and multi-tile footprint metadata for the 3D asset pipeline | design | 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 5,
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.pngpitched_roof_normal.pngstone_wall_basecolor.pnggeneric_wall_basecolor.png(fallback-terminal placeholder — D-235's fallback hierarchy: every specific tag degrades to ageneric_*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:
"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 — 3D objects in-world; 2D limited to textures + flat artwork.
- D-241 — spike binaries local-only; promotion = repo-canonical.
- D-235 — ObjectTag vocabulary, ratified in
wiki/economics/object_tag_vocabulary.toml(T-995). - 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 toclient/assets/models/.