Art: propagate the Bathynaut overhaul to the gameplay player (kill the lamp-head)

Re-exported the skinned kit from the ONE master .blend with the reshaped diving helmet, grouped into
Metal/Beacon/Porthole SMRs. Darkened the helmet (M_Diver_Metal_Skinned flat gunmetal - the AnimatedLitShader
was multiplying the tint by the gold PaletteAtlas sample, so the atlas map is cleared to force the flat dark
base), kept the warm shoulder-lamp beacon, dimmed the porthole (M_Diver_PortholeGlow_Skinned), shifted the body
to a cool diver tone. Rebuilt Player.prefab via the proven PlayerRigTools graft chain. Verified live in
DevSandbox from the game camera: the gold-dome lamp is gone. Remaining full-match gap (brass-armour/teal-
undersuit split + the shoulder/boot silhouette edits) needs the Synty body replaced by the .blend body.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-22 21:17:50 -07:00
parent 8df43b8307
commit 2d47287b15
15 changed files with 7618 additions and 2583 deletions
@@ -71,7 +71,7 @@ Material:
- _Smoothness: 0
- _USE_VERTEX_COLOR: 1
m_Colors:
- _BaseColor: {r: 0.95, g: 0.9, b: 0.82, a: 1}
- _BaseColor: {r: 0.34, g: 0.44, b: 0.45, a: 1}
- _DeformationParamsForMotionVectors: {r: 0, g: 0, b: 0, a: 0}
m_BuildTextureStacks: []
m_AllowLocking: 1