Art: ArtStaging overhaul - game-cam POV system + Bathynaut character (no longer reads as a lamp)
Camera: runtime POV switcher (StagingCameraSwitcher; V/]/[ cycle, 1-4 jump) with POV_1_Game matching the in-game rig (Pitch45/Dist13/FOV55) as the default + hero/front/close-up; deep-water SolidColor clear kills the no-skybox corner bleed at the wide game framing. Character (the 'reads like a lamp' fix, operator-directed): darkened the helmet to dark gunmetal with a dim lit porthole and moved the warm beacon to the shoulder lamp (light is carried, not the head); color-blocked the body into a brass-and-teal deep-sea-diver palette (brass armour / dark-teal undersuit / dark-metal kit) for value contrast + identity at game scale; bulked the back tank-rig silhouette. Master .blend keeps rig+pose+materials re-editable; posed static GLB reimported into the connected prefab instance with instance material overrides reset to the GLB's diver materials. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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