Softer faces without losing familiar shapes
A controlled studio comparison softens the rounded parts of the four familiar residents while preserving their clothes and distinguishing shapes. The final Unity comparison is still pending.
Originalnotiz und Messwerte (Englisch)
The question is whether harsh planar bands can be removed without redesigning Moss, Pip, Pebble or Ember. Actual matched Blender renders use the same camera, lighting and material palette for original and selected-normal candidate meshes. Rounded skin, eyes and cheeks receive new normals; clothing, accessories, fox points and the stone outline retain their intended treatment. Four FBX round trips retain all vertex and face counts and material names; maximum measured world surface error is 0.000000505m and rest-bone error is 0.000000258m. These values come from art/characters/v6/roundtrip-checks.json on 16 October. Six bones per character and original rigid weights remain. No paid calls were made. The first unsuccessful hard-edge pass remains in the library. This candidate is prepared outside Unity while the shared Editor is recovered; same-Play idle/walk views and live face checks are next, so this is not yet final gameplay acceptance.