Brush tree: the operator's bar for a finished hull part
Clean unbroken topology flow, part-coherent low-distortion UVs, one-segment bevels with face-weighted normals; her bevel test render as the reference. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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docs/research/shippable-bar/README.md
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# What a finished hull part is (operator, 2026-10-10)
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The bar the brush-tree output is judged against. Operator's words:
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> A part is done for me when its topo flow is reasonably clean and unbroken, and I try to unwrap such
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> that parts of the same object stay together with minimal distortion. Bevels are used to sharpen edges
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> (sharp shading requires duplicating geo anyway, while a single faced bevel shades flawlessly with
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> face-weighted normals. See this test render showing a simple bevel, face weighted simple bevel, and
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> expensive perfect bevel next to each other, and a little test box showing off that and decals for that
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> Star Citizen effect)
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`operator-bevel-test.webp`, left to right: single-segment bevel with plain normals; the same bevel with
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face-weighted normals (the target look); a multi-segment "perfect" bevel (too expensive); a test box
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with face-weighted bevels and decals (decals are the separate panel-decals campaign).
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Measurable reading of the bar:
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- Topology: clean, unbroken edge flow (quad-dominant loops, few poles, no triangle fans or slivers).
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- UVs: islands follow the object's parts, kept together, with minimal stretch.
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- Edges: one-segment bevels on hard edges, shaded with face-weighted normals; no duplicated split
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geometry for sharpness, no multi-segment bevels.
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