Session log for the 07-24 character work. Adds cookbook 14-E: the per-instance _BaseColor override
gotcha (hit-flash sets URPMaterialPropertyBaseColor=(1,1,1) on player/enemy render children, replacing
the material _BaseColor -> flat null-map materials render cream; color via a solid _BaseColorMap texture).
Corrects the older 'clear the map -> uses _BaseColor' note.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Bank the Mark-V lessons: when scripted primitives can't nail an iconic organic shape, generate with
Hyper3D Rodin then CONFORM - watertight clean-decimate (weld+recalc first, gentle collapse, 0 boundary
edges = hole detector), drop the baked photoreal texture for the shared flat palette, flat-shade,
ontology-tie emissives, and don't skin a meter-scale generated mesh onto a cm-scale rig (~100x shrink).
Added the generate path to the Build phase + a keystone clause (strip a kitbash/gen mesh's own texture).
Also fixed a duplicate section number (12 -> 13).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
'Light is territory' pool lighting (reads top-down; vertical god-rays don't),
undulating seabed mesh, Play-mode ambiance script, and the apply-armature +
visual-transform static hero-bake recipe for style-proof placement.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds the in-engine verification recipe (URP SubmitRenderRequest render
harness, layer sign-bit gotcha, game-camera check) and the persistent
ArtStaging scene recipe.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
New /art-dev skill (SKILL.md + blender-cookbook + style-and-practices refs)
driving LANTERN Blender art work: Auto (headless) for simple changes, the
hybrid nudge-and-bake loop for precision/aesthetics, game-camera verification,
Blender-beginner coaching. Session log covers the A0 style-proof asset set +
the Bathynaut refinement.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>