Art: Bathynaut body-swap into the gameplay Player (Mark-V + brass/teal split)

The approved staging character is now in the shipping animated Player.prefab:
- Re-exported the skinned kit FBX dome-less + the Synty Mark-V helmet skinned to the Head bone (3
  submeshes brass/gunmetal/glass); replaced the old fused dome.
- Split materials: brass armour, dark-teal undersuit, gunmetal tank pack, warm shoulder beacon, teal
  porthole glow.
- ★ per-instance _BaseColor gotcha: the hit-flash system sets URPMaterialPropertyBaseColor=(1,1,1) on
  every player render child, which REPLACES the material _BaseColor -> flat-color materials washed
  cream. Fix = drive color via a solid-color _BaseColorMap texture (DiverTex/), not _BaseColor.
Verified live in DevSandbox from the game camera: copper Mark-V + brass armour + teal undersuit +
gunmetal tanks + warm beacon, animated, reads at true game scale.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-24 14:57:02 -07:00
parent c78768cbdf
commit 9f9c3b07b9
18 changed files with 2744 additions and 1248 deletions
@@ -38,7 +38,7 @@ Material:
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m_TexEnvs:
- _BaseColorMap:
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m_Texture: {fileID: 2800000, guid: b5641ebbdcdaa6545bf930cdfbc44226, type: 3}
m_Scale: {x: 1, y: 1}
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- _MaskMap:
@@ -70,7 +70,7 @@ Material:
- _Smoothness: 0.45
- _USE_VERTEX_COLOR: 0
m_Colors:
- _BaseColor: {r: 0.09, g: 0.1, b: 0.12, a: 1}
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
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m_BuildTextureStacks: []
m_AllowLocking: 1