Proves the full asset pipeline: concept image → Trellis 3D → Blender post-process → Godot render with toon shader and recolor masks. Key findings: - gltf/embedded_image_handling=3 required (extract mode silently fails) - Luminance-preserving recolor shader keeps texture detail - Trellis output quality is sufficient for isometric game assets - Camera uses pivot-based system with screen-aligned WASD pan Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
64 KiB
1024x1024px
64 KiB
1024x1024px