GameCult.Geometry.Csg/docs/research/shippable-bar
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Meta Vens 253f34df49 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>
2026-10-10 22:58:56 +02:00
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operator-bevel-test.webp Brush tree: the operator's bar for a finished hull part 2026-10-10 22:58:56 +02:00
README.md Brush tree: the operator's bar for a finished hull part 2026-10-10 22:58:56 +02:00

What a finished hull part is (operator, 2026-10-10)

The bar the brush-tree output is judged against. Operator's words:

A part is done for me when its topo flow is reasonably clean and unbroken, and I try to unwrap such that parts of the same object stay together with minimal distortion. Bevels are used to sharpen edges (sharp shading requires duplicating geo anyway, while a single faced bevel shades flawlessly with face-weighted normals. See this test render showing a simple bevel, face weighted simple bevel, and expensive perfect bevel next to each other, and a little test box showing off that and decals for that Star Citizen effect)

operator-bevel-test.webp, left to right: single-segment bevel with plain normals; the same bevel with face-weighted normals (the target look); a multi-segment "perfect" bevel (too expensive); a test box with face-weighted bevels and decals (decals are the separate panel-decals campaign).

Measurable reading of the bar:

  • Topology: clean, unbroken edge flow (quad-dominant loops, few poles, no triangle fans or slivers).
  • UVs: islands follow the object's parts, kept together, with minimal stretch.
  • Edges: one-segment bevels on hard edges, shaded with face-weighted normals; no duplicated split geometry for sharpness, no multi-segment bevels.