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Residents2026-10-16

Keeping four familiar faces through the makeover

Moss, Pip, Pebble and Ember keep their geometry, clothing and rigs while curved-surface shading is refined. The first import preserved hard-edge flags, so visual acceptance waits for a corrected pass.

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The owner expanded overnight polish to the original residents. Actual Unity idle/walk studio baselines were captured with the four prefab dependency hashes and exact studio helper identity. Current imported FBXs, not older Blender generator output, are the source for local revisions, preserving later edits. The first normal pass imported as characters-curvepolish-008b4633556cbaf9 and passed 29/29 existing geometry/palette/rig/identity checks; all 4 original facial patterns and full blink deformation remain detected. Technical inspection found imported hard-edge flags suppressed the intended curved shading, so this is an intermediate candidate rather than accepted polish. The next prepared v4 clears sharp edges only between round skin/feature faces; clothing, leaves, pointed ears and tails retain facets. Its four Blender round trips preserve triangle/material counts and world surfaces/bone rest positions within 0.000001 m; Unity visual acceptance for v4 is pending. Studio images before/after also differ in Play/edit lighting, so they are not a controlled light-matched comparison. No paid calls, gameplay writes or identity/memory changes. Original/current FBX sources and every candidate remain preserved.

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