Files
settled-reach/docs/assets/visual
jpmschweitzerandClaude Fable 5 7d5a774fa5 docs(assets): Phase-4 visual style bible in palette.md (T-1052)
Authors the full style bible: camera table separating D-148 gameplay from
D-019 offline-renderer use; the delegated toon-vs-PBR ruling (environment
props share the character toon treatment, with a minimal-PBR carve-out for
glass/polished metal so sightlines read truthfully under occlusion-based
perception); a color/material register for every D-235 ObjectTag (hue,
grain, D-217-keyed weathering); and explicit supersession notes both ways
with visual-grammar-v01.md and the mood-board workshop transcript.
Includes branch-side pql changelog rows (T-1050/T-1052 -> review); the
worktree pre-commit export step failed benignly (write-through had
already refreshed the files) so they are staged explicitly here.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-25 20:20:21 +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.

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.