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>
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title, description, type, status, ticket, decision_refs, author, created, updated
| title | description | type | status | ticket | decision_refs | author | created | updated | |||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Asset Brief — Rural Walls | Building-exterior wall models/textures for rural/vernacular settlement types — D-235 wall axis | design | active |
|
Araminta | 2026-07-25 | 2026-07-25 |
Asset Brief — Rural Walls
One page. Gates its child story — the story does not enter in_progress
without this brief attached.
1. Scope
Building-exterior wall surfaces for rural/vernacular/frontier settlement
types — the D-235 WallMaterial axis tags a rural-type template's allow
filter selects (stone_wall, timber_wall, rammed_earth_wall,
stucco_wall, brick_wall — the "vernacular/agrarian" register). No prior
art exists for this class beyond the T-961 epic text mention (2026-06-12
audit matrix) — unlike station-walls.md's sibling, this is a clean-slate
brief. Out of scope: station/urban walls (concrete_wall, steel_frame,
glass_curtain_wall, composite_panel — sibling brief), barns (a rural
building type, not a wall-axis token — deferred, see deferred.md), doors,
floors.
2. Visual Reference
palette.md §3.1 rows for stone_wall, timber_wall, rammed_earth_wall,
stucco_wall, brick_wall — every one of these tags is explicitly warm-hued
(warm grey-tan, warm mid-brown, ochre-to-umber banding, warm off-white sand,
warm terracotta-to-ochre) and the table is explicit that stone_wall is
D-235's flagship "gets it wrong if literal" case — never render it cool
grey. This is the register where the "functional warmth" mood target
(palette.md §4) reads most directly — rural walls are the class most likely
to be mistaken for a generic cool-grey default if a generation pass isn't
told otherwise. generic_wall (§3.5) is the shared fallback terminal with
station-walls.md — one placeholder texture serves both siblings until
specific tags ship.
3. Naming
Texture: <object_tag>_<map_type>.png per conventions.md §3 — e.g.
stone_wall_basecolor.png, stone_wall_normal.png, timber_wall_basecolor.png,
rammed_earth_wall_basecolor.png. If a standalone wall-segment model is
produced (rural walls are more likely to need a discrete model than station
walls, given rammed-earth's strong horizontal banding reads better as
geometry+texture than texture-only), it follows §1's <category>_<descriptor> .glb (e.g. wall_structural_timber.glb) with the same props-category
placement as its station sibling. No tint mask — material register (not
player-favorite color) drives these hues.
4. Generation Path
Standard path: /image-gen → /glb-gen (Trellis) → Blender postprocess →
client/assets/models/props/ + manifest.json, OR the texture-only path
(/image-gen concept, no Trellis step) landing in textures.md — same
choice as station-walls.md §4, decided per-tag based on whether the
material's character (rammed-earth banding, stone coursing) needs real
geometry or reads fine as a flat PBR map. Concept prompts for this class
should explicitly state the target hue family from §2 (warm, not cool-grey)
since Gemini's default "concrete/stone" association skews cool without that
steer.
5. Acceptance
3 starter assets enter models.md/textures.md + manifest.json at
planned: (1) stone_wall texture — the flagship warm-hue worked example,
highest risk of a cool-grey miss without explicit review; (2) timber_wall
texture; (3) rammed_earth_wall texture (the banding signature makes it a
good early test of whether the texture-only path is sufficient or a modeled
relief is needed). generic_wall is shared with station-walls.md — do not
duplicate it in this class's count; milestone-0 IF Q-119 resolves yes
(not resolved here).
Cross-References
docs/assets/visual/conventions.md§1, §3 — model naming, D-235-keyed texture namingdocs/assets/visual/palette.md§3.1, §4 — wall material register, "functional warmth" mood targetdocs/assets/visual/models.md,docs/assets/visual/textures.md— target catalogsclient/assets/models/manifest.jsondocs/assets/briefs/station-walls.md— sibling brief, sharesgeneric_wallfallback