Second round of original Blender-kitbashed street furniture
(tools/build_hero_assets.py):
- yatai.glb: ramen cart — noren curtain strips on a hanger bar, counter,
wheels, three stools, paper lantern, red roof with ink trim; one at
every market mouth (wood collider)
- koban.glb: police box with teal roof, door, framed window, sign board
and red lamp — watches the central crossing from the SE plaza corner
- phonebooth.glb: green-framed glass booth on ~25% of retail corners
- busstop.glb: bench + glass canopy + yellow sign disc, alternating
blocks along the central avenue, both directions
- bicycle.glb: torus-wheeled bikes with frame/seat/basket, parked in
seeded rows of 2-4 beside building fronts
All toonified with ink outlines; colliders acoustics-tagged (wood/
concrete/glass/metal). Movement 11/11, smoke 0, acoustics ALL PASSED.
Co-Authored-By: Claude Fable 5 <[email protected]>
First bespoke art authored for the project (tools/build_hero_assets.py,
headless Blender 5.1 -> assets/props/hero/):
- konbini.glb: 8m convenience-store front — fascia + teal sign band with
ink trim, framed windows with sills and window ads, recessed double
glass door, angled awning, drink machine, hedge planter. Placed on
~1/3 of wide buildings (glass-tagged collider)
- station.glb: viaduct station entrance — canopy on pillars, real stair
steps with handrails and balusters, sign totem; placed at the central
avenue crossing of the rail line
- clock.glb: 10m plaza clock tower — tiered base, ringed column, 4 clock
faces with hands, teal crown; anchors the south-west plaza cell
- torii.glb: proper torii with segmented curved kasagi, shimaki, nuki
beam and plaque — replaces the box torii in every shrine courtyard
(invisible pillar colliders keep gameplay identical)
All hero pieces run through the toon pipeline with fine ink outlines.
Every part beveled; flat cel palette matches the city.
Verified: city renders clean with hero pieces placed; movement 11/11,
smoke 0 failures, acoustics ALL PASSED.
Co-Authored-By: Claude Fable 5 <[email protected]>
Final detail pass — no gameplay object remains a plain box:
- Markets: box stalls replaced with modeled kit stalls (4 styles seeded),
hidden box colliders keep the wood acoustics; hand carts at the market
mouths; standing lanterns between stalls
- Shrines: hanging lanterns on the stone pillars, wooden fences flanking
the torii approach
- Towers: giant mid-height wall ads on the street faces (the anime-city
mega-ad look), on top of crown boards and corner columns
- Storefront awnings (kit detail piece) on ~40% of buildings
- Traffic signals at every central-avenue crossing, diagonal from the
streetlights
- Fantasy Town Kit (CC0) installed at assets/props/town
Verified via street capture (wall-scale glyph ads, pharmacy signs,
banner ads, stalls, carts); movement 11/11, smoke 0, acoustics PASSED.
Co-Authored-By: Claude Fable 5 <[email protected]>
Streets are now populated: seeded parking lanes hug the curbs of every
N-S street with sedans, taxis, vans, SUVs, hatchbacks, delivery trucks
and the occasional police car (~100+ across the city).
- Wheels attach at the models' wheel-socket empties at spawn
- Metal-tagged box colliders: cars are cover that sounds like cover
- Toonified + darkened base tint (kit albedo clips under the map light)
with per-car hue jitter for varied paint jobs
- Slight rotation jitter so parking reads natural, not stamped
Verified via street capture (colored cars parked down the avenue, no
clipping/glow); movement 11/11, smoke 0 failures, acoustics ALL PASSED.
Co-Authored-By: Claude Fable 5 <[email protected]>
Boxes with lines can't reach the requested fidelity — the city now uses
real modeled architecture, toonified into the cel style:
- Kenney City Kit Commercial (CC0, 41 GLBs) installed at
assets/props/citykit: 13 mid-rise buildings + 5 glass skyscrapers with
actual modeled window insets, doors, storefronts, awnings, trim and
rooftop detail, plus parasol/awning props
- Standard + market blocks: street edges fill with seeded kit buildings
(measured catalog drives placement, x13 scale -> 11-32m facades) over
box colliders; Akiba signage layer (corner sign columns, glowing
segments, roof billboards) attaches aligned to each model's bounds
- Tower blocks: kit skyscrapers (up to ~70m curtain-wall glass) on the
walkable podium, seeded rotation, crown billboards kept
- Market blocks add cafe parasols among the stalls
- SSAO enabled + exposure recalibrated for the kit's bright albedo
(sun 2.2 / ambient 1.7); lighter asphalt/paving to match; lighter haze
All kit meshes run through apply_toon_recursive: toon banding over the
kit textures, matching characters/weapons/VFX.
Verified: street + aerial captures (detailed facades at eye level, dense
believable skyline); movement 11/11, smoke 0, acoustics ALL PASSED.
Co-Authored-By: Claude Fable 5 <[email protected]>