Files
settled-reach/docs/assets/visual
jpmschweitzerandClaude Fable 5 2bac820c77 docs(assets): per-class production briefs + template + formal deferral register (T-1049)
The asset-brief template (scope/visual-reference/naming/gen-path/
acceptance, one page) and five real briefs — station walls, rural walls,
doors, floors, furniture/props — each citing its D-235 axis tokens and
palette.md register rows (or the D-257 toon default), conventions.md
naming/mask/footprint rules, and the image-gen -> glb-gen -> promotion
path with concrete acceptance counts. Doors carry the negative
no-state-frame-files constraint (runtime mechanism stays Phase 5);
furniture/props' first acceptance is promoting the three unpromoted
spike GLBs. deferred.md is the formal register for the T-1051 four
(lamp posts, barns, TVs, billboards) + cars/Q-067, with rationale and
revisit triggers — satisfying T-1051's own 'or record formal deferral'
deliverable. Child stories under T-961 are created lead-side at merge.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-25 23:00:51 +02:00
..

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.

Per-Class Briefs

Each asset class entering production is gated on a one-page brief — ../briefs/ — covering scope, visual reference, naming, generation path, and acceptance (template: ../_templates/asset-brief.md). Briefed this batch (T-1049): station walls, rural walls, doors, floors, furniture/props. Formally deferred (not briefed): lamp posts, TVs, billboards, barns, cars — see ../briefs/deferred.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 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: 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.