D-244 ratifies what the character architecture (D-159..D-164, runtime CharacterVisualDescriptor compositing) and the Trellis env pipeline already implied but no decision had recorded: the in-world view renders 3D objects directly; the only flattened 2D content is textures + flat 2D artwork (paintings/flags/billboards/signage). There is no per-object sprite layer. Roots out the drift: the early-spike 3D->2D sprite pipeline (#541) and the sprite-centric docs/assets/visual catalog were never cleaned out when the project went 3D, so the 2026-06-12 fable-ous audit read them as live and re-injected the dead sprite model into T-1049/T-1050. Fix: - docs/assets/visual/README.md + docs/assets/README.md re-scoped to 3D models + textures + flat artwork (dropped the sprites/tilesets-as-entities framing). - /sprite-gen + renderer/README repurposed as the 2D-artwork generator (paintings/flags/ billboards/signage), not the in-world object format; legacy 4-direction object-sprite mode flagged as retired. - T-961/T-1049/T-1050 already held in backlog pending this. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
41 lines
2.5 KiB
Markdown
41 lines
2.5 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: **Stub** — awaiting first visual 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) | 0 | UI icons, status indicators (2D, UI layer only) |
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| Effects | [effects.md](effects.md) | 0 | Shaders, particles, overlays |
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## Palette
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See [palette.md](palette.md) for art direction, "the angle", and colour relationships.
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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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