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>
58 lines
3.4 KiB
Markdown
58 lines
3.4 KiB
Markdown
---
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title: "Visual Asset Pipeline"
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description: "Visual pipeline index — 3D models, textures, and flat 2D artwork (D-244)"
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type: design
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status: active
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---
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# Visual Asset Pipeline
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Status: **Active** — catalog structure instantiated (T-1050); awaiting first
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model/texture/artwork/effects production sprint.
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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.
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## Categories
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| Category | File | Count | Description |
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|----------|------|-------|-------------|
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| Models | [models.md](models.md) | 0 | 3D objects/props (`.glb`) via Trellis (`/glb-gen`), promoted per [D-241] |
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| Characters | — | — | 3D meshes composited at runtime via `CharacterVisualDescriptor` — see [character-asset-organization.md](../../architecture/character-asset-organization.md) |
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| Textures | [textures.md](textures.md) | 0 | PBR surface maps (BaseColor / Normal / Roughness) for 3D models |
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| 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) |
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| Icons | [icons.md](icons.md) | 13 | UI icons, status indicators (2D, UI layer only) — as-built inventory of `client/assets/icons/` |
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| Effects | [effects.md](effects.md) | 0 | Shaders, particles, overlays |
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Naming, mask-sidecar, D-235-keyed texture, and multi-tile footprint
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conventions: [conventions.md](conventions.md).
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## Per-Class Briefs
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Each asset class entering production is gated on a one-page brief —
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[../briefs/](../briefs/) — covering scope, visual reference, naming,
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generation path, and acceptance (template: [../_templates/asset-brief.md](../_templates/asset-brief.md)).
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Briefed this batch (T-1049): [station walls](../briefs/station-walls.md),
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[rural walls](../briefs/rural-walls.md), [doors](../briefs/doors.md),
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[floors](../briefs/floors.md), [furniture/props](../briefs/furniture-props.md).
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Formally deferred (not briefed): lamp posts, TVs, billboards, barns, cars —
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see [../briefs/deferred.md](../briefs/deferred.md).
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## Palette
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See [palette.md](palette.md) for art direction: camera (D-148 gameplay / D-019
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offline-render), the toon-vs-PBR rendering treatment for environment props, the
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D-235 ObjectTag color/material register, and entity colour relationships (D-033).
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## Pipeline
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- **3D objects / props:** concept image (`/image-gen`) → Trellis image→3D (`/glb-gen`) → `.glb` → promoted to `client/assets/models/`.
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- **Characters:** Quaternius source meshes, segmented + rigged, composited at runtime from slots (`CharacterVisualDescriptor`); see the character-asset doc.
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- **Textures:** PBR maps authored/generated for 3D surfaces.
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- **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.
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## Decision References
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- **[D-244](../../../governance/decisions/architecture.md#d-244):** 3D objects in-world; 2D limited to textures + flat artwork.
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- D-159–D-164: character 3D pipeline. D-241: asset promotion.
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- D-019: top-down camera, "the angle". D-033: entity colour = relationship to player. D-045: environmental neutrality.
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