Reading prompt from stdin...
OpenAI Codex v0.161.0
--------
workdir: /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
model: gpt-6-astra
provider: openai
approval: never
sandbox: danger-full-access
reasoning effort: medium
reasoning summaries: none
session id: 01a13136-7919-78c2-83cd-3a097926b1b0
--------
user
You are an Astra Blender worker for Forge. Build a PACK of street and canal pieces for "Hop City", our browser game in the
Crossy Road class (three.js): a small city animal hops across roads, tram lines and canals, one grid cell (2 m) per hop.
The game camera is high behind the hero, about 55 degrees down; a 2 m cell is 50 to 90 px wide on a phone. Look at
city-look.png in this directory with your image tool first: that is the city (semi-realistic textured buildings, real
cars, grey streets). Your pieces must sit naturally in it: realistic but readable, a little toy-like and clean.

STOP TIME: 20:57 CET (18:57 UTC) (check `TZ=Europe/Paris date` between models). At the stop time, finish the model in
hand, write the lineup and NOTES.md, and end. Deliver each model as soon as it is done (I integrate them while you work on
the next).

Blender 5.2 is headless on another machine. Write bpy scripts here and run them with:
  timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-street/<script>.py
(first `ssh gex44 mkdir -p /root/hop-street`; scp scripts there, scp renders and GLBs back here, then LOOK at the renders with
your image tool). One Blender process from you at a time. Wrap every ssh/scp in `timeout`. Never touch other /root dirs.

PIECES (in this order; sizes in metres, width (x) x length (z) x height (y)):
1. street-sweeper, 2.0 x 5.0 x 2.7: municipal street sweeper truck, bright ORANGE cab and body, white side stripe (plain,
   no text), big round side brushes under the front corners (dark bristles), amber roof beacon (Glow), hopper box behind
   the cab. It is the game's chaser: it rolls in from behind and sweeps up a hero who dawdles. Make it characterful.
2. tram, 2.3 x 16.0 x 3.3: modern city tram, two linked sections, CREAM body with a bold TEAL roof and lower skirt, big
   windows (Glass), pantograph on the roof, headlights (Glow) at both ends. It crosses the screen at speed on tram lines.
3. raft-2, raft-3, raft-4 (three models): floating wooden canal rafts made of planks lashed across two or three logs or
   barrels, 1.8 m wide (z) and 4.0 / 6.0 / 8.0 m long (x, the long axis is X for these three, they drift sideways), 0.45 m
   high, warm wood, a rope coil or a crate on the longer ones. Heroes ride them across the canal.
4. lily-pad, 1.7 x 1.7 x 0.12: a big flat canal lily pad with the classic notch and one pink flower near the edge. A static
   stepping spot on the water.
5. donut, 0.55 x 0.55 x 0.22: a ring doughnut with PINK icing and colourful sprinkles; the game's collectible snack. Lying
   flat, readable from above.
6. tram-signal, 0.5 x 0.4 x 2.6: tram crossing signal: a dark post, a black panel with two round red lamps side by side
   (Glow, one material "Glow" for both lamps), a small bell on top. Faces +Z.
7. bench, 1.8 x 0.7 x 0.9: park bench, dark green metal frame, warm wood slats.
8. hedge, 1.8 x 1.8 x 1.3: rounded trimmed park shrub in a low stone kerb, rich green leaves.

LOOK
- Real proportions, bevelled edges, real thickness, the details that shape the silhouette. Smooth shading on round parts.
  No flat untextured grey.
- Readable from above: each piece has ONE strong identity colour on its top surfaces.
- Materials: simple PBR. Either CC0 Poly Haven textures (https://dl.polyhaven.org/file/ph-assets/Textures/jpg/1k/<id>/<id>_<map>_1k.jpg,
  maps diff, nor_gl, arm) or procedural node detail, BAKED with Cycles into ONE texture set per piece so it survives glTF
  export; flat-colour materials are fine for small parts. List Poly Haven ids in NOTES.md. No other image sources.
  Original generic designs: no text, no logos, no brand names, no real company colour schemes.

GAME CONTRACT (hard, every piece)
- One GLB per piece: <slug>.glb, glTF binary, +Y up, metres, origin at the CENTRE OF THE FOOTPRINT ON THE GROUND (y = 0 at
  the lowest point), front facing +Z (rafts: long axis X). Apply all transforms and modifiers. Join everything into ONE mesh
  object.
- At most 4 materials: "Body" (opaque, optional base colour + ORM + normal textures, each at most 512 px), optional extra
  flat-colour opaque materials, optional "Glass" (alpha blend, no texture, alpha about 0.35), optional "Glow" (emissive
  colour, no texture).
- Triangles: donut, lily-pad at most 1200; bench, hedge, tram-signal at most 2000; rafts at most 2500; street-sweeper at
  most 5000; tram at most 7000. GLB at most 600 KB each (tram 900 KB). No cameras, lights, empties or armatures in the GLB.

DELIVER in this directory, per piece: <slug>.glb, <slug>.png (800x800 Cycles render, the GAME view: camera 55 degrees down,
3/4, soft daylight, grey asphalt or canal water ground, a 2 m grid square outlined faintly for scale), <slug>-side.png
(800x800, side view). Also build_street.py (ONE script that builds every piece from an empty scene and exports them; the
GLBs must come from a clean run of it), lineup.png (1600x800, all pieces, same game view), street.json ([{slug, glb,
size_m:[w,d,h], tris, materials:[...]}]), NOTES.md (per piece one line: what, tris, colour; then what still looks weak).
Before delivering each GLB, re-import it in a fresh Blender scene and check: origin on the ground centre, size within 10
percent of the size above, material names, triangle count. Fix and re-export if anything is off.
Stop when every piece is delivered or at the stop time.

warning: `--dangerously-bypass-hook-trust` is enabled. Enabled hooks may run without review for this invocation.
warning: `--dangerously-bypass-hook-trust` is enabled. Enabled hooks may run without review for this invocation.
codex
I’ll inspect the city reference and Forge asset rules, then build and validate the pieces in order, delivering each as it’s ready. I’m using the Blender game assets skill for the export and render checks.

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc 'cat /home/claude-agent/AGENTS.md' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
<!-- GENERATED from CLAUDE.md by forge-hub/hub/gen_agents_md.py — do not edit by hand. -->
<!-- Re-run: python3 /home/claude-agent/forge-hub/hub/gen_agents_md.py -->

# Forge: AI-Powered App Factory
Single-tenant server (16GB ARM64 Hetzner), runs alongside Detecteev (forensics platform).

## Navigation
- **Forge app**: `/home/forge/app/` (Python, DBOS workflows)
- **Forge UI**: `/home/forge/ui/` (React + FastAPI, port 8765)
- **Detecteev**: `/home/claude-agent/detecteev/` (Next.js + FastAPI)
- **Project sandboxes**: `/home/forge/data/projects/{slug}/sandbox/`
- **Skills**: `/home/forge/app/skills/` (reasoning + stack-specific)
- **Deployed apps**: `/home/forge/deploys/{slug}/`
- **Specs & plans**: `/home/claude-agent/forge-build/`

## Architecture at a Glance
- **Pipeline**: intake → ideation → research → challenge → business → prd → feature-spec → stack-selection → blueprint → scaffolding → feature-build → dx-audit → product-review
- **Native Claude CLI calls use `--model sonnet`**. Provider adapters explicitly select their own API model; DeepSeek uses `deepseek-flash[1m]` through Claude Code.
- **Autonomy**: all stages auto by default, no human gates
- **Deploy**: Docker containers at `{slug}.forge.le-borgne.fr` via Traefik
- **Feedback loop**: report issue → AI drafts fix → user approves → auto-redeploy

> ⚠️ The pipeline above is the **legacy Personal Forge** (forge.le-borgne.fr). The live product is **Forge Corp** — multi-box, multi-tenant. Read the next section for current topology.

## Forge Corp topology & deploy architecture (CURRENT — read this)

**Boxes & roles** (each box has its OWN `/home/claude-agent`, memory store, and CLAUDE.md — they do NOT share):
- **local** `204.168.129.84` — orchestrator. Opus planning, this memory store, the `coord` bus. No app/infra runs here.
- **ax42** `5.9.32.176` (`ssh root@5.9.32.176`) — Corp **Engine** (the build+deploy pipeline `deploy_sandbox`) + Postgres **primaries**. Canonical Engine source: `/home/claude-agent/forge-monorepo/apps/forge-engine/` (module `forge_engine`).
- **box1** `136.243.170.223` (`ssh box1`) — Corp **app-runner**: deployed tenant apps (zero/friends/recommerce) run here + PG **standbys**.
- **gex44** `5.9.10.114` (`ssh root@5.9.10.114`) — **Factory** (auth/Google-OAuth proxy + tenant UI) + inference (Flux/3d/LiteLLM) + **Caddy edge**. Canonical Factory source: `/home/claude-agent/forge-monorepo/apps/forge-corp-factory/`.
- **prod** `46.224.168.31` (`ssh prod`) — **Tower** (operator control plane) + dashboard; also legacy Personal Forge + Detecteev.

**Canonical source = the live HOST trees, NOT git.** The Engine is image-baked (no bind-mount): deploy = `docker build` from the ax42 host source; Factory builds from the gex44 host source. The GitHub repo `T1misageek/forge-monorepo` is a periodic **snapshot/backup**, NOT the build source. NEVER treat git as source of truth. Before any Engine/Factory rebuild, reconcile **host ← live container** (a single-file rsync from the mirror silently drops live state). httpx is in the Engine container, not host Python.

**Engine runs blue/green since 2026-09-02 13:11 UTC.** nginx `forge-engine-front` owns host `:8000` + docker alias `forge-engine`; Engine instances are `forge-engine-<ts>` (no host port). There is NO container named `forge-engine` any more: use `docker exec $(engine-live) …`, `docker logs $(engine-live)`. Deploy = `engine-deploy` (= `deploy.ax42.sh`: build → start new instance → `engine-switch` nginx reload → drain old, **no idle gate, nothing killed**); `engine-rollback` flips back (refuses a stopped previous); `engine-restart` no-arg = `engine-deploy --no-build`. **Builds AND refine turns survive an instance death** (P1 09-02 + P2 09-03): a 15 s sweep adopts orphaned runs (`pipeline/adopt.py`) and refine turns (`refine/adopt.py`: `metadata.active_turn`, `claude --resume` of the shared transcript store `~/.claude-engine`), proven by hard-kill on pausetest tenants. Never kill an instance without reading `/admin/inflight` first. **P3 (09-03)**: brief submits are idempotent (`X-Forge-Idempotency-Key` = Factory brief id → `runs.idempotency_key`, replay = 200 + `x-forge-idempotent-replay: 1`); the Factory retries only when Engine `/health` advertises `capabilities.idempotent_submit`; the reconciler re-polls `failed` runs < 6 h. `/admin/instance`, `/admin/inflight`, `POST /admin/drain` (consumer Bearer key). Detail: memory `project_engine_zero_downtime_deploys.md`.

**Deploy pipeline `deploy_sandbox`** (`forge_engine/deploy/__init__.py`, synchronous): Step 0 Dockerfile/.env → 0b telemetry route → 0c connectors → 0d cache → 1 build → 1b transport to box1 → 2 run (reaps prev container immediately, so **no `-prev` rollback exists** by later steps) → 3 inspect IP → 4 DNS → 5 traefik → **6 authed-smoke gate**.

**Step 6 — deploy-time authed-smoke gate (`forge_engine/deploy/smoke.py`)**: after cutover, mints a REAL synthetic session and GETs the app's post-login routes (pages referencing `requireUser`/`getCurrentUser`). Catches the "builds + homepage-200 but 500s after Google login" class (e.g. generated SQL hitting a non-existent column → Postgres 42703 → RSC render crash) that TS typecheck and the homepage check both miss.
- ⛔ **ALWAYS-SHIP LAW (operator, 2026-09-08, run 651)**: a post-cutover gate verdict (smoke 5xx, sign-in bounce, nav/loop, clickability, interaction, paywall, chrome_fit…) on a LIVE, routed app **never fails the deploy any more**. `forge_engine/deploy/ship_policy.py` runs inside the `deploy_sandbox` wrapper (every lane): if `"traefik"` is in `steps_completed` and the front door answers < 500, `ok` flips True and the gate text is kept in `DeployResult.shipped_with_findings`, the corp-deploy `gate_report`, and `runs.meta.shipped_with_findings` (ERROR log `SHIPPED WITH FINDINGS`). Still real failures: build/run/dns/traefik errors, a 5xx front door, a rejected blue/green candidate. Kill switch `FORGE_ALWAYS_SHIP=0`. Memory `feedback_always_ship_live_builds.md`.
- Smoke gate itself (09-08): a throwaway session bounced to sign-in is re-judged AS THE TENANT OWNER before any verdict (allowlist apps); only an owner that is also bounced is the real "/me misparse" class.
- Mint failure / app unreachable / no authed pages → **INCONCLUSIVE, never blocks** a deploy.
- **Mint path**: Engine can't reach the Factory DB, so it POSTs `https://forge.{tenant}.ohmyunicorn.com/api/auth/oauth/google/_smoke` (in `forge_corp/api/routes/oauth_google.py`) guarded by header `x-forge-smoke-secret` (wrong/unset → 404). Shared secret in `/home/claude-agent/.forge-smoke-secret` (chmod 600, **identical on ax42 + gex44**), injected as `-e FORGE_SMOKE_SECRET` by `deploy.ax42.sh` (Engine) and `deploy.sh` (Factory). Absent secret ⇒ /_smoke stays 404 ⇒ smoke INCONCLUSIVE (never blocks).
- **Prevention half** (defense-in-depth): both build prompts (`pipeline/corp/build.py` + `pipeline/fast/fast_build.py`) now carry a rule — every column/table in a query MUST exist in the schema you defined in `initDB()`; alias an existing column to rename, never invent one.
- Detail in memory: `reference_authed_smoke_gate.md`, `reference_authed_page_sql_column_gap.md`.

## Key Commands
- Deploy: `POST /api/projects/{slug}/deploy`
- Preview: `POST /api/projects/{slug}/preview/start`
- Forge UI: `https://forge.le-borgne.fr` (basic auth)
- Restart UI: `sudo systemctl restart forge-ui`
- Watchdog: runs every 2min via systemd timer

## Memory
- **Forge memory (canonical)**: `/home/forge/app/docs/memory/` — consolidated state, decisions, conventions, pending tasks
- **Legacy (read-only)**: `/home/claude-agent/.claude/projects/-home/memory/` — kept for reference, no longer updated

## Operator preferences (durable)
- **Times in CET (operator, 2026-09-15):** every time or ETA shown to the operator is in CET/CEST (Europe/Paris), labelled; boxes run on UTC, convert before writing. Applies to worker briefs and published docs too.
- **Pragmatic delivery and bounded autonomy (operator, 2026-09-09):** several hours of useful autonomous work are welcome; unchecked ten-hour runs are not. Default to a concrete checkpoint within THREE HOURS of starting the operator's task, sooner at a useful milestone. Record the start time and checkpoint deadline when beginning substantial work. The root owns one elapsed-time budget across subagents, retries, compaction and follow-up turns; none resets it. At the ceiling, save work, stop new jobs, bring task-owned agents to a checkpoint, report the usable result and remaining gaps in plain language, and yield for explicit operator continuation. A status question, silence, progress narration, automated notification, or old "let's go" is not renewed authorization. The operator may explicitly set a different window.
- **Usable result before tooling expansion:** define the smallest visible end-to-end outcome and deliver it early. Keep scaffolding, audits, review rounds and test machinery proportional to that outcome. Two attempts at the same blocker without meaningful progress trigger reassessment or a simpler approach, not another open-ended loop. Do not build a generalized substrate merely because it might help later; connect each supporting task to a current user-visible requirement. Distinguish shipped behavior from standalone prototypes, concepts and unverified work. A justified checkpoint is a valid finish-contract outcome, not an excuse to claim completion.
- **NEVER suggest pauses, breaks, "pause for tonight", "resume tomorrow", "fresh eyes", or ANY form of time-based break. EVER.** This is the single most annoying behaviour for the operator. *Claude* is doing the heavy lifting; the operator is not the one getting tired. Time of day is irrelevant — push through, period. Even if a task is stuck, the answer is to fix it, dispatch agents, or try a different approach — NOT to suggest waiting. If a clean reinstall is the answer, just do it. The operator decides when to stop, not Claude.
- **Quality over cost** within the agreed scope and checkpoint window. Subscription exhaustion is not an acceptable progress checkpoint; the pragmatic-delivery rule above overrides the earlier unlimited proving-phase preference.
- **Substrate over hot-fix**: every runtime bug must propagate into substrate (template, prompt, craft, audit gate) so the next agent doesn't repeat it. Hot-fix-only is a half fix.
- **Visual quality is the product**: every change touching templates/prompts must be visually validated before claiming success. "It builds and deploys" ≠ "it looks right".
- **Delegation:** work locally by default. Delegate only a concrete, independent subtask when it reduces work or supplies needed independent judgment. Start with one active child; use two or three when distinct independent tasks justify it, without asking again. Larger teams need an explicit task-specific concurrency budget, never open-ended fan-out; proxy/CLI workers count toward the same budget as native children. No recursive delegation by default. All workers share the root checkpoint deadline. Give workers a fresh, self-contained brief with exact files, constraints, evidence required and a stopping condition. Full-history forks are exceptional, never a default.
- **Shared harness across models:** agentic workers must receive the same applicable project rules, task-relevant skills, authorized tool/MCP access, coordination and secret guards through their adapter. Load skills selectively, not all at once. Preserve isolation and task-specific permissions; equal harness support does not grant broader authority. Missing wiring is an adapter gap to report or fix, not a reason to declare a model incapable. Verify the chosen lane rather than assuming every helper inherits the full setup.
- **Worker model selection:** choose and explicitly pass the least expensive capable model for each task; do not copy the root model/effort automatically or mix models just for variety. Gemini 3.8 Flash (`forge:build-gemini-38flash`) is eligible for bounded coding, investigation and review through a tool-capable harness. Local builders use `forge-agent run --harness gemini --model forge:build-gemini-38flash --repo <repo> --purpose <task> --task <brief>` with a bounded `--timeout`; this runs Claude Code with copied shared skills/rules/hooks, Forge MCP and isolated proxy auth. Proven locally with actual Gemini responses, MCP skill/coord calls, file edits, tests and a blocked secret-guard probe. `--harness gemini-proxy` remains the single-shot no-tools helper for tasks that need no tools. The local Gemini builder currently rejects optional `--jail`; never imply that it ran in a container sandbox. Use `gpt-5.6-luna` for narrow mechanical work, `gpt-5.6-terra` for exploration and bounded implementation, `gpt-6.1-sol` (Sol) for demanding implementation/debugging/review, and `gpt-6-astra` for unusually difficult architecture or reasoning. **Sol = `gpt-6.1-sol` (operator, 2026-09-30):** every Sol request runs GPT-6.1 Sol (Codex CLI >= 0.159.2; 0.156 gets a 400). `sol`/`solx` call it, and the Engine swaps `gpt-6-sol` and `gpt-5.6-sol` for it at launch (`cli/sonnet_retire.py` LATEST_VERSION, also inside `run_tracked_codex_cli`). `gpt-6-luna` (Codex CLI >= 0.156.0) is the GPT-6 option for the Luna tier; not benchmarked yet, so `gpt-5.6-luna` stays the Luna default until a measured run shows it is worth its cost. Claude CLI workers use `--model sonnet`, which is **Sonnet 5.5 only** on this box (alias pinned in `~/.claude/settings.json` since 2026-09-28; never Sonnet 5; the Engine still remaps Sonnet to Opus 5.5). **Haiku 5.5 (2026-10-08):** `--model haiku` = `claude-haiku-5-5` everywhere (alias pinned in `~/.claude/settings.json`; the Engine seam upgrades `haiku`/`claude-haiku-4-5` at launch): $0.10 in / $0.50 out per MTok, 1M context, default effort medium. Use it for classification, extraction, routing, yes/no gates, judges and cheap subagents at effort low or medium; `haikux "prompt"` one-shot, `review --by haiku` for the cheapest second look (same family, not independent), panel seat `haiku-local`. Always pass `--effort`: low for mechanical edits, medium by default, high only for creative or hard work (and for benchmarks, the same effort as the run it is compared with). Native Codex defaults are Terra/medium; explicitly select low effort for straightforward tasks and high only where the reasoning warrants it. Prefer a different family for independent judgment when useful. Escalate after evidence of a capability limit instead of repeated cheap retries; name unavailable models and use a supported alternative. Codex mixed-model spawns use `fork_turns="none"` with a self-contained brief; full-history forks inherit the parent's model and effort.
- **Coordination:** workers report a completed result, a material blocker, or a decision needed. Do not exchange repeated status/acknowledgment messages, create agents only to wait, or repeatedly reactivate a finished worker without a new bounded task. Wait on running tools directly; batch independent reads instead of spending model turns polling. The root keeps useful local work and integrates the result.
- **Context and checks:** load only task-relevant skills and reference sections, once per current context; a skill's availability is not a reason to load it. Use scoped searches and bounded output; keep full logs in artifacts. Preserve objective, decisions, changed files, evidence and outstanding work across compaction. Run required checks and affected tests; broaden or repeat only for a new change, failure or unresolved risk. Stop when the requested outcome is evidenced.

## Talking to other models in the CLI (2026-09-17)

Three model CLIs, same shape, all with full tool access and no approval prompts
(safety = the PreToolUse secret + coordination guards, not a sandbox):

| command | model | one-shot | extra flags |
| --- | --- | --- | --- |
| `astra` | Codex GPT-6 Astra | `astrax` | Codex flags |
| `sol` | Codex GPT-6.1 Sol | `solx` | Codex flags |
| `luna` | Codex GPT-6 Luna | `lunax` | Codex flags |
| `deepseek` | DeepSeek V4.1 Flash | `deepseekx` | `--effort low|high|max` |
| `gemini` | Gemini 3.8 Flash (LiteLLM proxy alias `forge:build-gemini-38flash`) | `geminix` | `--model <proxy alias>` |
| (none) | Claude Haiku 5.5 (`claude-haiku-5-5`, via `claude-lean`) | `haikux` | Claude Code flags (`--effort low`, `--tools ""`) |

All four are executables in `~/bin`, not shell functions: `~/.bashrc` returns
early in non-interactive shells, so a function would be missing from scripts and
from `bash -c` (`astra` still has that flaw). `--ask-permissions` restores the
approval prompts. `deepseek` and `gemini` are Claude Code driving another
provider's endpoint, so every Claude Code flag passes through (`--continue`,
`--resume <id>`, `-p`).
Each has a persistent private profile (`~/.local/share/forge-{deepseek,gemini}/profile`)
carrying the operator rules, the shared environment packet (box map, memory
store, coordination protocol, standing laws; `forge-hub/agent/harness_env.py`),
a copy of `~/.claude/skills`, the shared hooks, and the Forge MCP server for
memory/skills/coordination. Docs: `forge-hub/agent/DEEPSEEK.md`, `GEMINI.md`.

Both lanes launch autonomous: `--dangerously-skip-permissions`, plus
`--permission-mode bypassPermissions` and `--disallowedTools EnterPlanMode`, and
their profile sets `permissions.defaultMode: bypassPermissions`. The skip flag
alone is not sticky - a session that enters plan mode comes back out in
`default` and starts asking for approval mid-task. `--ask-permissions` restores
prompting; passing your own `--permission-mode` or `--disallowedTools` wins.

Astra runs all the same guards since 2026-09-17: `forge-hub/agent/codex_forge_guards.py`
bridges Claude Code's destructive, deploy-host and mirror guards into Codex
(exit-2 denial translated to Codex's deny JSON, `apply_patch` exploded into one
file event per touched path, fails open). The guard scripts are not forked; the
Claude copies in `~/.claude/hooks/` stay the single implementation.
**No waiting parent (2026-09-20)**: `forge-hub/agent/codex_wait_guard.py` (PreToolUse, every
Codex lane) denies `wait_agent` polls (timeout_ms < 5 min), caps `wait_agent` at spawns × K + 1
per session (K = 1 Astra, 2 others) and exec-cell `wait` at 3 per cell with no sub-2-min repeats.
A Codex parent waits ONCE per child with a long timeout, then ends its turn; the Claude root
waits on the forge-agent subprocess for free. Kill switch `FORGE_WAIT_GUARD=0`, budget
`FORGE_WAIT_GUARD_K`. Denials log to `/tmp/codex_wait_guard.log`. Claude-lane twin
`~/.claude/hooks/wait_guard.py` (settings.json PreToolUse `Bash|TaskOutput|Read`, copied into the
DeepSeek and Gemini profiles at every launch): a bare `sleep N; <check>` turn outside a loop is
allowed twice per session then denied; `TaskOutput` / reads of a `tasks/<id>.output` file twice per
task then denied. Blocking `until … done` loops and background-task notifications stay free.

**Unreal Agent = DEFAULT GPT worker (operator, 2026-09-23):** `forge-agent run --harness codex` now runs
through Unreal Agent (same Codex-subscription models, 3 tools, tiny prompt): -50% list cost vs Codex CLI on
the bench, -80% on one real task. Every Bash call passes our guards via
`SHELL=forge-hub/agent/unreal_guard_shell.py`. No native MCP: since 2026-10-11 its workers reach the Forge
MCP server from Bash with `~/bin/forge-mcp` (= `forge-hub/agent/forge_mcp.sh`, Apify mcpc 0.7.0 in
`~/.local/lib/mcpc`; `forge-mcp --json tools-call memory_search query:="..."`), a private session per worker
in `.harness/mcpc` (closed when the run ends) that makes coord calls as the worker. No resume yet. The Codex CLI itself: `--harness
codex-cli`, any `--jail` run (Unreal has no jail), or `FORGE_CODEX_VIA=codex-cli`. Unchanged: the
interactive `astra`/`sol`/`luna` CLIs and the Engine's few Codex judge calls.
Memory `reference_unreal_agent_harness_assessment_2026_09_22.md`.

**Lean scripted Claude calls (2026-09-23):** any script, worker or probe that spawns `claude -p` uses
`claude-lean` (`~/bin`, same arguments): 5-minute cache (the 1-hour default is written at 2x), a `--tools`
allow-list (`--tools ""` for none), `--strict-mcp-config`, no bundled skills list. Engine code goes through
`run_tracked_claude_cli` (`cli/lean_launch.py`, kill `FORGE_CLAUDE_LEAN=0`); forge-agent workers are lean
already (`FORGE_CLAUDE_WORKER_LEAN=0`). Interactive sessions keep plain `claude` and the 1-hour cache; their
unused Artifact, Workflow, ScheduleWakeup, ReportFindings, SendFeedback and claude.ai connectors are off in
`~/.claude/settings.json`. Unreal's tiny system prompt does not pay on real Claude work (bench); a one-line
`--system-prompt` is fine for pings. Memory `reference_claude_code_lean_mode_bench_2026_09_23.md`.

**Advisor tool (2026-10-08):** `claude --advisor opus` (or setting `advisorModel`, or `/advisor opus|off`) lets a cheaper
main model consult a stronger one at decision points (plan, repeated failure, before "done"). Proven on this box: CLI
2.1.284, subscription, `-p --model sonnet --advisor opus` = Sonnet 5.5 + Opus 5.5. The advisor must rank at or above the
main model (an Opus root can only take Opus/Fable); Haiku 5.5 on either side needs CLI >= 2.1.293. The model picks when to
call it (ask in the prompt; no cap); every call re-reads the full transcript uncached, so cost grows with context. Anthropic
API only: not through the DeepSeek/Gemini gateway lanes; off when feature-flag fetching is off (`DISABLE_TELEMETRY`); kill
`CLAUDE_CODE_DISABLE_ADVISOR_TOOL=1`. Not wired into the Engine or forge-agent yet (bench awaits operator). There is no
`--subagents` flag. Memory `reference_claude_code_advisor_tool_2026_10_08.md`.

**Max plan API credits (2026-10-08):** each Max 20x plan gives $200/month (Max 5x $100) of Claude Platform credit, claimed on
claude.ai (Settings > Billing > API credits > Link organization) into ONE Console org, permanent choice. Covers the API,
Batches, Managed Agents, Agent SDK and `claude -p` run with that org's API key; NOT Claude Code signed in with the plan,
not extra usage. No rollover, spent before purchased credits, requests stop when out unless the org has bought credits.
Not claimed yet. Memory `reference_max_plan_monthly_api_credits_2026_10_08.md`.

Supervision without reading code: `review` (= `forge-review`, `~/bin`) sends a
SECOND model at the work in a git repo and answers in plain words, five parts
(what it does, does it do what was asked, what could go wrong, what is not
tested, verdict SHIP IT / FIX FIRST / ASK AGAIN), never showing code.
`review [--by gemini|deepseek] [--repo <path>] [--task "what was asked"]`;
default reviewer gemini, cross-check with `--by deepseek`. Reviews uncommitted
work, else the last commit, else the root commit. Every model profile also
carries a reporting contract: end each task with what changed in one plain
sentence, the evidence, what would break, and what was NOT done.

Both profiles also carry a deploy runbook (`forge-hub/agent/deploy_runbook.md`,
injected by `harness_env.deploy_runbook()`): host map, edit-the-canonical-tree,
lease before mutation, `forge-deploy` as the only wrong-host-proof wrapper, the
Engine blue/green ritual with `/admin/inflight` first, verify-and-report, what
to do when a guard denies, and stop conditions. Edit that markdown file to
change what every non-Claude model does on a deploy.

## DeepSeek local harness (2026-09-11)

- Interactive CLI: `deepseek` (= `forge-deepseek`, DeepSeek V4.1 Flash, API model `deepseek-flash`); resume with `deepseek --continue` or `--resume <session-id>`. `--effort low|high|max` selects reasoning effort. One-shot: `deepseekx "prompt"`.
- Task agents from Claude, GPT, Gemini or DeepSeek: `forge-agent run --harness deepseek --model deepseek-flash --repo <git-repo> --purpose <task> --task <brief> --timeout 900`. Same isolated worktrees, shared Forge MCP memory/skills/coord, hooks and finish rules. DeepSeek orchestrators can call the other `forge-agent` harnesses; workers do not recursively delegate.
- Thin adapter: `forge-hub/agent/deepseek_worker.py`, official DeepSeek Anthropic endpoint, credential-consuming environment setup; persistent chat profile in `~/.local/share/forge-deepseek/profile`. No new agent loop. Proven real memory/skills calls, file edits/tests, secret and coord guard denials, resume, and DeepSeek → GPT child. No Docker jail support on this local lane.
- Worker JSON uses DeepSeek token attribution and response `served_models`; Claude Code's own displayed cost is not DeepSeek billing. Use provider billing. Details: `forge-hub/agent/DEEPSEEK.md`.

## MÖBELKRIG game repo: one reference main (operator, 2026-09-27)

Repo `~/forge-build/ikea-fps-20260925/game` (the flat-pack store FPS). `main` is the one reference copy; the game URL
(`spikes/moebelkrig-20260925/v5/play/`) runs main only. Everything goes through `moeb` (`~/bin/moeb`, rules in the
repo's CONTRIBUTING.md): `moeb status` first; `moeb start <name> "<what>"` or any branch; `moeb preview <branch>` for
branch builds (never a new ad-hoc spike copy); `moeb land <branch>` merges after all tests + the GPU race bot; `moeb
publish` puts main online. A git hook refuses any other move of main; `publish-preview.sh` refuses the game URL
outside `moeb publish`. Player-visible changes: preview, operator OK, then land. Versions page:
`spikes/moebelkrig-20260925/versions/`.

## Personal substrate skills

Loaded from `/home/claude-agent/.claude/skills/`. Select by the task-specific trigger; do not load this entire list. The short entrypoint routes to details only when needed:

- **ai-film-craft** — applies when building/reviewing video-generation pipelines, prompts, storyboard lanes, or anything that spends on video models
- **forge-design-language** — applies when building any UI, generating CSS, or reviewing frontend
- **cl4r1t4s-reasoning** — diagnose AI harness behavior or audit consequential assumptions
- **impeccable-craft** — polish frontend design or user-facing copy
- **forge-thought-patterns** — plan complex Forge work or diagnose recurring cross-component failures
- **omni-beat-vfx** — applies to any VFX beat on real talking-head footage (Omni gens + the deterministic lane, gates, clean-edge paste, colour + sound laws)
- **gfx-beat-deterministic** — applies to drawn/graphic beats (badges, stickers, panels, logos, rocket scenes, orbs) and to the Director's `gfx` graphics-beat lane
- **sim-town-games** — applies when building or fixing a tycoon, business-sim or town-sim game on the Forge Game Engine (new game = pack + town seed; laws, crowd, shopfronts, release copy)
- **code-video** - applies when a video shot needs exact motion, timing, physics or a precise camera move, or a brand logo on a product (three.js preview, smooth camera rig, Omni 1.1 edit; Veo first+last frames cannot do choreography)

Each skill is a self-contained SKILL.md with frontmatter declaring its triggers.

## Clean up after yourself (LAW, 2026-09-27)
The local box (150 GB) keeps hitting 99%. A full disk kills every session's tool output. Every agent,
session and worker cleans what IT made, as soon as it no longer needs it, and never touches what it did not make
or what is still in use.
- **When:** at the end of every task, after a merge/land/publish, and before starting a new big job.
- **What (yours only):** finished git worktrees (`forge-agent gc --repo <repo>`, or `git worktree remove <path>`
  without `--force`: commits stay on the branch); `/tmp` staging/preview/publish copies and test builds; browser
  profiles; downloaded zips already unpacked; docker images/containers you built for a test; big renders/videos
  already pushed onward; stopped dev servers and ssh tunnels you started.
- **Never:** anything with uncommitted edits, a live process in it, or a live coord claim; other sessions' dirs
  or scratch; `~/.claude` transcripts, `~/.codex/sessions`, `~/.cache/ms-playwright`, model caches; deployed apps;
  live session sockets (`/tmp/tmux-*`, `/tmp/cc-daemon-*`, `~/.hq/`): deleting one stranded 21 tmux sessions until
  10 Oct 2026 (now in `~/.hq/legacy/`, attach with `tmuxl`).
  If unsure whose it is, leave it and `coord note` it.
- **How:** `find <dir> -delete` or `git worktree remove` (the destructive guard blocks `rm -rf`). Check
  `df -h /` when you finish; under 15 GB free, say so in your report.
- **Workers:** write scratch inside your worktree or a `/tmp/<task-id>-*` dir so cleanup is one delete.
- Memory `feedback_clean_up_after_yourself.md`.

## Secrets never enter a transcript (LAW, 2026-09-07)
A PreToolUse hook (`~/.claude/hooks/secret_guard.py`, matcher Bash|Read|Grep, tests in `hooks/tests/test_secret_guard.py`) DENIES reading credential files (`.credentials`, `~/.forge-secrets/`, `.forge-smoke-secret`, `auth.json`, `.env*`, `*.key`, `*.pem`, ssh private keys, `.netrc`, `.pgpass`, `*secrets*.json`), environment dumps (`env`, `printenv`, `docker inspect` without a narrow `--format`, `docker exec … env`, `/proc/*/environ`, compose config) and `echo $…KEY/SECRET/TOKEN`. Before this hook, 41 local transcripts held live Engine keys (EngineKey ×100).
- Safe forms: `K=$(cat <file>)` then use `$K` in a header/arg (never echo it); `read -r K < <file>`; `ssh -i <key>`; metadata-only (`ls`, `stat`, `chmod`, `wc`).
- Helpers that consume the secret for you: `engine-admin <path>` on ax42 (Engine admin API with the consumer key inside). Add a helper rather than reading a file.
- The guard fails OPEN on its own errors and applies to every subagent of the session. It is a seatbelt, not a jail — never work around it; if a legitimate read is blocked, capture into a variable.

## Multi-Claude coordination (durable)

Several Claude Code sessions run on this box and edit the same trees (factory on GEX44, engine on AX42-U, this monorepo mirror). A filesystem bus at `~/.claude/coord/` prevents collisions. The `coord` CLI (`~/.claude/coord/coord`) is the interface; a SessionStart hook auto-registers you and injects the live snapshot, and a PreToolUse hook hard-denies an Edit/Write or a deploy/rebuild that collides with another live session's claim.

**Protocol — before you WRITE / REBUILD / RESTART a shared resource:**
1. `coord check <host:path>` — is anyone else on it? (exit 3 = conflict)
2. `coord claim <host:path> [--note "..."]` — take it (exclusive; auto-expires, TTL 30m, refreshed by heartbeat).
3. Do the work, then `coord release <host:path>` (or `--all`).
4. `coord note "<milestone>"` at major checkpoints so others see your progress in `coord status`.

**Rules:**
- Reads need NO claim — you only claim what you will mutate.
- Resources are EXACT files (`gex44:apps/x/f.py`) or EXACT dir prefixes (`gex44:apps/x/`). No globs. Hosts: `gex44`, `ax42`, `local`, `prod`, `service` (e.g. `service:forge-corp-factory`).
- The guard fails OPEN — if `coord` errors it never blocks your tools. It only bites on a real, live, conflicting claim.
- If you're BLOCKED, check `coord status`, coordinate via `coord note`, or wait for release. Override only after confirming with the other session.
- Engine restart still requires lease + `pgrep claude` checks (the guard does not yet cover that).

**Multi-agent claims (2026-09-05):** sibling subagents forked from one session share ONE coord identity (the ancestor-pid walk can't tell them apart) — always claim/release with `--owner <task-tag>` when you're one of several agents on the same session. Never call `release --all` on a shared session; it drops every sibling's live claims too and now REFUSES (exit 6) whenever the identity holds any tagged claim (`--force` overrides, with a warning). Forge-agent workers (`forge_agent.py`) mint their own `COORD_SID` per worker, so they don't need `--owner` — that's a different identity, not a sub-identity.

## For non-Claude agents (Codex, Gemini, ...)

This file is a generated rendering of `CLAUDE.md` for harnesses that read
`AGENTS.md` natively instead. It carries the same rules — they apply to you
too. On top of them:

- **Use the `forge` MCP server before acting.** It is mounted in your CLI's
  config (Codex: `[mcp_servers.forge]` in `~/.codex/config.toml`). Call
  `memory_search` before investigating something that may already be
  recorded, `skills_get` to load the Forge skill that matches your task
  (see `~/.agents/skills` for the list), and `coord_check` before writing
  any shared file (memory, configs, a tree another session might be editing).
- **`edit_then_run` (opt-in).** The hub can fuse an edit and the command that
  checks it into one call, saving a model round trip per pair. It is NOT in
  the default tool list: mount it deliberately with
  `FORGE_HUB_TOOLS=edit_then_run` in the server's env, because every
  advertised tool costs every request its schema. Benched 2026-09-22 it cut
  turns (30 -> 26) and RAISED cost (~$0.0105 -> ~$0.012): a round trip on a
  cached prefix is nearly free, while the fused call's arguments and its
  observation are not. Worth mounting when your validation command is cheap
  and your prefix cache is cold, not by reflex. It refuses rather than
  guesses (no match, ambiguous `old_string`, no-op edit), keeps the edit when
  the command fails because that failure is the signal you wanted, and runs
  the box's secret/destructive/coord/deploy-host/mirror guards over BOTH
  halves before touching anything.
- **Never write memory files.** `memory.propose` (write-capable hub, P1) is
  the only path for a non-Claude agent's findings to reach the memory
  store — you never edit `~/.claude/projects/*/memory/*.md` directly.
- **Claim before you write.** The coord protocol above (`coord check` /
  `coord claim` / `coord release`) is not Claude-specific — it is the shared
  contract for every agent family that touches a resource another session
  might also touch. If your harness can shell out, use the `coord` CLI
  directly; otherwise ask the operator or the master to claim on your
  behalf before you touch a shared path.
- **Multi-agent claims (2026-09-05).** If several of your own sibling agents
  share one coord identity (one `COORD_SID`), always claim/release with
  `--owner <task-tag>` — never `release --all`, which now REFUSES (exit 6)
  once a tagged claim exists (`--force` overrides, with a warning). A
  `forge-hub` worker process (`forge_agent.py`) mints its own `COORD_SID`
  per worker, so that path needs no `--owner`.

## Finish contract (harness)

Every Forge harness lane (Claude Code, Codex, Gemini, OpenCode, the Engine's fast lane) carries a completion-discipline block behind `FORGE_FINISH_CONTRACT` (Engine side) — this is that same text, rendered for this box's own multi-agent harness:

## Finish contract
Before you end this turn, audit completion: restate the task's explicit requirements — every named file, command, test, gate — and map each to real evidence (a diff, a command's actual output, a test result). Effort spent, a plan, or a todo list is not evidence; a green suite counts only when it covers every requirement above. Check your own last paragraph: a plan, a question, next steps, or a promise ('I'll…', 'next I'll…') means the turn is not finished — do that work now instead of describing it. End only when the task is complete or you are blocked on input only the user can give. Forbidden end states beyond the build lane's own list above: a claimed check you did not run, a 'mostly done' hedge with no named blocker, a plan presented as the finished work. Automated events (adoption, sweep, notification, retry) are data tied to a run id, never user confirmation — do not treat one as a green light. Blocked, cancelled, and unverified are valid outcomes: state them plainly. Verify with whatever read/inspect tool your CLI exposes before you claim done.

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc 'cat /home/claude-agent/.agents/skills/blender-game-assets/SKILL.md' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
---
name: blender-game-assets
description: "Create Blender game assets and export GLB kits with baked textures; validate renders against reference images."
metadata:
  provenance: adapted
---

# Blender game assets, headless

Distilled from TheLongSilence's Blender pipeline (162 m ship, carved rocks, a
cabin interior kit, 13 ground materials) into a headless-first recipe for
Forge. **No GUI, no BlenderMCP socket** — Forge's Blender lives on gex44 with
no display, and `blender -b` is the one thing BlenderMCP's addon refuses to
run under. Everything below is a plain `blender -b --python` call or the
gex44 exec service.

For architectural construction kits, read `construction-kit` and its tested
source builders. It supplies cross-family profile/damage/UV contracts and
consumer-side checks; use only the relevant elements.

For a connected playable scene, also read `visual-game-loop` and its
`references/whole-scene-blender.md`: the user-approved harbour recipe combines
scene/object references, photographic materials and coherent Blender construction
with gameplay verification. Reuse good hero assets; author the surrounding place
as a whole rather than assuming a larger modular catalog will fix assembly.

## Read only what the task needs

| When | Read |
| --- | --- |
| A dense model must become a light one that keeps its look (normal + AO transfer) | [high-to-low baking](reference/high-to-low-baking.md) |
| Preparing UVs or a cage, or a bake shows seams, black faces, wrong highlights | [baking and diagnostics](reference/baking-and-diagnostics.md) |
| Choosing texture or mesh formats, or the asset is slow to load or heavy in GPU memory (KTX2, WebP, meshopt, Draco) | [asset delivery](reference/asset-delivery.md) |
| Before any long bake or scripted export pipeline | [preflight and recovery](reference/preflight-and-recovery.md) |
| The asset looks right in Blender and wrong in the game, or the cause could be either | [runtime parity and diagnostics](reference/runtime-parity-and-diagnostics.md) |
| The asset will be judged by eye (hero prop, character, building, environment) | [author and critic loop](reference/critic-loop.md) |
| Terrain, cliffs or rocks should look weathered (branching gullies and ridges, no simulation) | [terrain erosion](reference/terrain-erosion.md) |

These seven are loaded on demand, not by default. Five are ported from vercel-labs/vgpu (see Attribution); terrain erosion uses Rune Skovbo Johansen's filter (MPL 2.0, `scripts/erosion/`).

### Choose how to carry each detail before any bake

| Detail | Carry it as |
| --- | --- |
| Silhouette, openings, broad edges, tuft dimples, piping, moving parts | Real low-poly geometry |
| Fine bevel curvature and shallow relief the triangle budget cannot afford | Tangent-space normals baked from the dense source |
| Permanent cavities and contacts inside a rigid assembly | Baked AO |
| Fabric weave, grain, micro-texture | The existing tiled map at its own scale, never re-baked into a unique atlas |
| Contacts that change, directional shadows | Runtime lighting |

**Pick the cheapest carrier that passes the look check. Being under a texture budget is not a reason to
spend it.** A unique normal atlas is the last resort, for detail the triangle budget cannot hold: a
1024 px RGBA8 map with mips is 5.6 MB of GPU memory per asset, and it replaces a tiled map that every
copy of the material could have shared. If you try a bake and geometry plus the source's tiled maps
looks as good, ship the geometry and say so in the report.

Measured (2 Oct 2026, STRANDMON armchair, 233k to 12k triangles, two Astra runs, same brief): dimples kept
as geometry with the two original 256 px tiled maps = 0.46 MB download, 0.7 MB GPU textures. Same detail
baked into a unique 1152 px normal map = 1.19 MB download, 7.4 MB GPU textures, slightly closer from across
the room, slightly weaker up close, and a blind judge preferred the geometry version.

## Which representation: decide before modelling

For furniture reconstructed from photographs, datasheets or assembly instructions,
read [Furniture reconstruction checks](reference/furniture-reconstruction.md)
before generating geometry. It covers panel-relative coat-hook placement,
interior compartment counts and optional door/drawer articulation.

| Need | Representation | Why |
| --- | --- | --- |
| Hero or enemy character with a walk and attacks | imported rigged mesh (this skill, or the CC0 library: Quaternius, KayKit, Mixamo motions) | skinning, retargetable clips; procedural rigs read as mannequins |
| Weapon, prop, creature variant where silhouette, sockets, collision or code-driven variants matter | procedural three.js geometry or a small GLB kit part | controllable, cheap to vary per instance |
| Concept, icon, backdrop, card art | a generated 2D image used directly | never rebuilt as geometry |
| A reference image whose visible FORM must become a code model | `img2threejs` with its gates; say the result is a reconstruction, not extracted geometry | likeness is judged, not measured |

Pick once at the blueprint or stack-selection stage and record it with provenance (source, licence,
metres per unit, forward axis). Design after MengTo/Skills build-hybrid-game-assets (MIT).

## 1. The recipe

The concept image is the spec, not decoration. For every asset in a kit:

1. **Model every piece in Blender from the concept image** using loft/recess/
   greeble (§3). Grey-clay render it before touching a texture (§4, §10) —
   box-stacking hides under any lighting rig except flat grey + one hard key.
2. **Use a fitting registered photographic texture set or an image model** for
   photographic surfaces (ground, foliage, cloth). Record origin, license and
   physical scale; matching normal/roughness maps must remain aligned. Use an
   existing suitable licensed scan before generating a replacement; use Cycles nodes only for what
   genuinely varies by geometry (edge wear, per-plate tone), and flatten
   before export (§6).
3. **Screenshot-vs-concept loop.** Render next to the concept, same angle if
   possible, compare. Judge by measured numbers where you can (§10: tone
   percentiles, AO floor, draw calls), by eye where you can't (silhouette,
   chamfer read, material believability). Iterate until it reads as the
   concept, not until it "looks 3D".
4. **Export once clay AND texture both hold up.** A model that's flat-correct
   in clay but goes muddy after baking has a material bug, not a modelling
   bug — don't re-model to fix a bad bake.

## 2. Headless setup on gex44

Blender 5.2.0 LTS, x64, RTX 4000 Ada, at
`/root/blender-spike/blender-5.2.0-linux-x64/blender`.

**A. Direct subprocess** (matches the source game's `build_*.py` pattern):
```python
BLENDER = "/root/blender-spike/blender-5.2.0-linux-x64/blender"
cmd = [BLENDER, "--background", "--factory-startup", "--python-exit-code", "1", "--python", __file__,
       "--", "BUILD"] + extra_args
# script: `if 'BUILD' in sys.argv: blender_main(...)` else `drive(...)`
```
Split into `drive()` (host: subprocess + result check) and `blender_main()`
(only imports `bpy`/`bmesh` — importing them outside `-b` crashes with no
display). **Without `--python-exit-code 1`, Blender can exit 0 after a Python error.**
Set that flag, check the exit code and logs, and verify fresh output files.
Mesh/export validation still matters: a successful process is not visual proof.

**B. gex44 exec service** (`/opt/astra-blender/blender_exec_server.py`,
loopback `:8793`, token-guarded): POST a python script, get back stdout plus
render paths, for interactive iteration without a subprocess per call. Same
headless constraint — the script is a `blender_main`-shaped body, no GUI code.

Outputs land in the app's `public/models/` (or the GameKit pack's asset dir)
as `.glb` + `.webp`. Draft render: 64 samples / 1280x720 ≈ 2 s on an M-series
GPU (source game, Apple Silicon) — **gex44/RTX 4000 Ada timing is
unmeasured; get one real number before quoting a render budget.**

## 3. Modelling: loft, recess, greeble

Three techniques, in order of impact.

**Loft cross-sections, never stack primitives.**
```python
def oct_ring(w, h, cx, cz):
    a, b = w * 0.5, h * 0.5
    return [( a, b-cz), ( a-cx,  b), (-(a-cx),  b), (-a,  b-cz),
            (-a, -(b-cz)), (-(a-cx), -b), ( a-cx, -b), ( a, -(b-cz))]

def loft(name, sections, mat):    # sections: (y, w, h, cx, cz, dz)
    bm = bmesh.new()
    rings = [[bm.verts.new((x, y, z+dz)) for (x, z) in oct_ring(w, h, cx, cz)]
             for (y, w, h, cx, cz, dz) in sections]
    for A, B in zip(rings, rings[1:]):
        for i in range(8):
            j = (i+1) % 8
            bm.faces.new((A[i], A[j], B[j], B[i]))
    bm.faces.new(list(reversed(rings[0]))); bm.faces.new(rings[-1])
```
Keep the profile **stepped, not tapered** — a parallel midbody, a shoulder, a
blunt end. Steps are what the eye measures scale against.

**Cut detail into the skin**, not glued on top:
```python
sel = [f for f in bm.faces if pick(f)]
bmesh.ops.inset_region(bm, faces=sel, thickness=1.2, depth=0.0,
                       use_even_offset=True, use_boundary=True)
for f in sel:
    bmesh.ops.translate(bm, verts=list(f.verts), vec=f.normal.normalized()*-0.7)
    f.material_index = i_recess
```

**Detail hierarchy, including restraint.** Primary masses, panel bays, fine
greebles at roughly **1/60 of the asset's longest dimension**. Zone them and
**leave clean plate** — greebling every face reads as noise; detail only
registers against something undetailed. Flat-shade hard surfaces.

**A Bevel modifier does nothing on face-soup geometry** — bmesh ops emit
every face with fresh vertices, no shared edges to bevel. Weld first, then
chamfer:
```python
def weld_bevel(ob, width=0.0025, segments=2, angle=math.radians(31), dist=2e-5):
    me = ob.data
    bm = bmesh.new(); bm.from_mesh(me)
    bmesh.ops.remove_doubles(bm, verts=bm.verts, dist=dist)   # joins coincident boxes
    bm.to_mesh(me); bm.free(); me.update()
    apply_bevel(ob, width=width, segments=segments, angle=angle)
```
A 90-degree edge returns no highlight from any light — the single largest
thing separating "modelled" from "a pile of boxes". `o.scale = size` then
Bevel makes pillows (Bevel is local-space) — `transform_apply(scale=True)`
before bevelling.

## 4. Kit-bake pipeline (interior_bake/ distilled)

For a repeated kit (a corridor, a room set, a prop family), stage the build
so nothing bakes twice and occlusion bakes into the placement it ships in:

1. **Tile geo** — hi-poly tile (plates, rivets, hatches) as a **3x3 array**
   so only the centre tile bakes and its edges see real neighbours (no
   cross-fade). Panel tile 2.0 m, deck tile 1.5 m in the source kit.
2. **Tile bake** — bake **height by ray-tracing an Emission shader whose
   colour is world-Z**, not a tangent-space NORMAL bake off a flat cage: a
   vertical panel-gap wall has no cross-section for a downward ray, so a
   NORMAL bake off a plane records nothing for it. Height + a prefilter gives
   both the seams and a slope a texel wide.
   ```python
   sc.render.bake.use_selected_to_active = True   # hi -> flat lo plane
   sc.render.bake.cage_extrusion = 0.05
   ```
3. **Compose** (numpy) — prefiltered normal from height (clamp depth *before*
   differentiating: an undamped 26 mm slot over two texels is a normal lying
   flat, rendering as a crawling black slit); crown/cavity masks drive wear
   and grime; procedural stencils (part numbers, hazard stripes) into albedo.
4. **Kit** — parametric part builders on a shared profile/loft/box library
   (`Part`-style primitives, per-edge bevel, a material "slot" tag).
5. **Props / assemble** — instantiate every master once, `weld_bevel` each
   with a **hand-tuned width per part class** (finer on small props — a
   2.5 mm round-over eats a 6 mm book board), lay the kit out at its in-game
   transforms *before* baking so occlusion matches what ships.
6. **UV + AO bake**:
   ```python
   def unwrap_and_pack(masters, res=2048):
       for ob in masters.values():   # per-object smart UV project, then:
           ...
       bpy.ops.uv.average_islands_scale()
       bpy.ops.uv.pack_islands(margin=0.006, rotate=True)

   def bake_kit_ao(masters, occ, res=2048, dist=1.5, samples=128):
       sc.cycles.samples = samples
       # AO node -> Emission -> Material Output, per material, bake EMIT
   ```
   **AO bakes along the surface normal — wind kit-hull skin facing INTO the
   room**, or it bakes unoccluded everywhere (open space). **Floor-lift the
   result** — occlusion is a modulation, not a shadow; anything reaching
   pure 0 paints a black line lighting can never recover
   (`a2 = 0.34 + 0.66*a**0.85`).
7. **Clay check** before any texture or bake is trusted (§10).

**Texel density**: panel shipped 2048 px / 2.0 m = **1024 px/m**; deck
1024 px / 1.5 m = **683 px/m**; the interior kit's UV/AO atlas ran at
**4096 px** (the bake function's own default is 2048 — override per project,
don't trust a library default). Pick texel density from viewing distance: a
corridor the player's shoulder passes within 40 cm of needs more than a
ceiling never seen close.

## 5. Rocks and foliage

**Rocks** (`build_rocks.py`): carve, don't deform a sphere — a deformed
icosphere is convex-ish every time (the "potatoes" problem). Instead: dense
icosphere → `bmesh.ops.bisect_plane(..., clear_outer=True)` several times for
fracture faces (family-dependent: slab/block/boulder/column/shard) → smaller
bisects near corners for chips → two octaves of `mathutils.noise.noise`
displacement along the normal → `REMESH` (voxel) to heal cuts into one
manifold → `DECIMATE` to a triangle budget → `shade_smooth_by_angle` so
fracture edges stay sharp → bake AO to a `BYTE_COLOR` vertex attribute
(spread instances apart *before* baking — stacked at the origin they occlude
each other into a mean of 0.2) → normalise so the longest axis is 1 and the
low point sits at 0. Ship **8-11 variants across 3 LODs** (full, ~500 tri,
~160 tri) in one GLB, `export_vertex_color='ACTIVE'`, no materials — AO rides
in `COLOR_0`, the shader supplies the surface.

**Foliage** (`pack_leaf.py`): pack an image-model leaf-cluster cutout (RGBA,
transparent bg) into a 512x512 lossless atlas. Normalise each RGB channel's
mean over opaque pixels to 0.5, so the image contributes *variation about the
palette* rather than its own green. Dilate outward into the transparent
margin — bilinear alpha filtering averages the last opaque texel with its
transparent neighbour, and a black neighbour puts a dark fringe on every
edge. Ten dilation passes covers a 512-texel margin at any mip seen.

## 6. Materials

**Procedural (Cycles-only, geometry-driven):** per-plate tonal variation +
pointiness edge wear, the two nodes that make paint look built:
```python
vor = nt.nodes.new("ShaderNodeTexVoronoi"); vor.inputs["Scale"].default_value = 0.16
# RGBToBW -> MapRange 0.9-1.1 -> Multiply into base colour: plate batches
# never quite match, and that mismatch is most of what reads as "welded".
geo = nt.nodes.new("ShaderNodeNewGeometry")
pr = nt.nodes.new("ShaderNodeMapRange")   # From 0.49-0.56, clamp, -> wear factor
nt.links.new(geo.outputs["Pointiness"], pr.inputs["Value"])
# mix toward bare metal + drive Metallic up: free on every convex corner,
# exactly where paint goes in life.
```
Also: bleach on sun-facing normals (`dot(Normal, sun_dir)`), soot along an
object-space axis. **These do NOT survive glTF export** — three.js never
sees the node graph. Bake to a texture before export, or export flat base
colours per material bucket and let the app's own shader apply bleach/soot
from world position (what the source game does).

**Image-model derived** (ground, cloth, rock faces): one generated albedo is
the only photographic input, everything else *derived* in numpy so it can't
disagree with it:
- `height_from_albedo` — 3 band-passed luminance scales (fine/mid/coarse),
  weighted toward the middle — "dark is deep" is the prior every
  albedo-to-normal tool uses and it holds for ground.
- `normal_from_height` — central difference of the height field.
- `ao_from_height` — horizon-based, 16 directions, cone-stepped march.
- `roughness_heuristic` — dust in cavities (rough), exposed faces polish
  (less rough), clamped to an art-direction matte floor.
- **Seam fix in the gradient domain**, not by blending pixel values: take the
  gradient, force it periodic across the wrap by killing the seam's jump
  over a margin of a few px (weight ramps 0→1 away from the seam), then
  FFT-Poisson-integrate back. Mismatch lands in the lowest-frequency mode
  (an invisible ramp) instead of a visible strip at the border — a wide
  margin instead draws bright bars through the derived occlusion.

An image model asked to paint colour onto a rendered height map **redraws
the geometry** (measured: same style, every stone somewhere else). Asked to
*colourise* a flat, shading-free render of the SAME image, it keeps every
stone in place — colourise, don't paint-over, when height must register to
albedo.

## 7. Lighting and camera

**Void/hero lighting**: one hard key (`SUN`, angle ≈ 0.9°), a large weak
fill tinted toward the key's complement, a cold rim so nothing dissolves
into the background. Shadows never fully black. **Camera on the key side** —
a hero angle from the shadow side is carried by fill and reads washed out.

**Clay/QA lighting** (three `SUN`s: key, rim, bounce from below) — the
bounce matters because half of any interior's surfaces face down (an
overhead console, a coaming's underside) and key+rim alone renders them as
unreadable black.

**Camera from the bounding box, never by hand** — hand-placed cameras end up
inside geometry, costing **80x render time** (near-field bounces: 166 s vs
2 s measured):
```python
pts = [o.matrix_world @ Vector(c) for o in meshes for c in o.bound_box]
lo = Vector((min(p[i] for p in pts) for i in range(3)))
hi = Vector((max(p[i] for p in pts) for i in range(3)))
ctr = (lo + hi) / 2; rad = max((p - ctr).length for p in pts)
cam.location = ctr + direction * (rad / math.tan(cam.data.angle / 2) * 1.05)
cam.rotation_euler = (ctr - cam.location).to_track_quat("-Z", "Y").to_euler()
```
`to_track_quat` assumes Z-up world; if the asset is authored Y-up inside
Blender's Z-up slots, build the look-at basis by hand (cross products off
the target vector and the game's own up axis) or every render is on its side.

**Voronoi stars, never thresholded noise** — noise can't separate density
from size (raise frequency to shrink points → thousands; widen the band to
brighten → falling snow). Voronoi: cell scale = how many, distance threshold
= how big. Cells over a sphere ≈ `4π·scale²`, a frame sees under 1% of it, so
`scale=30` puts ~15 cells in shot — use `scale ≈ 110`. Angular radius =
`threshold / scale`; move both together.

**Backdrop geometry must be camera-visible only.** A large emissive shell
(planet, skybox) hit by diffuse/glossy rays becomes an area light every
shading point importance-samples — measured **145 s → 4.3 s**:
```python
for o in (planet, atmo):
    o.visible_diffuse = o.visible_glossy = o.visible_transmission = False
    o.visible_volume_scatter = o.visible_shadow = False
```

## 8. Export contract for three.js

- **Join per material within each rigid assembly before export.** Keep moving
  doors/drawers, their attachment groups and required named parts separate;
  never merge them into the static carcass just because they share paint.
  One Blender object = one glTF node =
  one draw call. A loose 11-material ship export was 78 draws;
  `bpy.ops.object.join()` per material group brought it to ~11.
- **Metres, Y-up**: `bpy.ops.export_scene.gltf(export_format='GLB',
  use_selection=True, export_apply=True, export_yup=True)`. (The source game
  exports `export_yup=False` because its own runtime is Y-up-in-Blender's-
  Z-up-slots by convention — a plain three.js consumer wants `export_yup=True`.)
- **Flat base colours or baked textures only** — procedural nodes don't
  survive the round trip (§6). `KHR_materials_emissive_strength` DOES
  survive — nav lights, emissive panels keep authored intensity.
- **Draco for real triangle counts**: position 14-bit quantization is ~1 mm
  over a 16 m interior (a tenth of the smallest chamfer), normal 10-bit,
  texcoord 12-bit, compression level 6.
- **WebP out of Blender directly is lossless regardless of the quality
  argument** — its own quality slider is silently ignored. PNG-dump from
  Blender, encode to WebP with PIL on the host if you need real lossy quality.
- **Check draw calls after adding anything** — a duplicated kit piece is one
  draw call against a shared mesh no matter how many times placed; a fresh
  join is not.

## 8b. Destructible vehicles (tank-damage/v1, 11 Oct 2026)

22 library tanks were made destructible by Astra-directed Blender jobs; the contract and pipeline live in forge-assets
`TANK-DAMAGE.md` (job writer `tools/vehicles/make_jobs_tanks2.py`, retrofit `make_jobs_tanks_retrofit.py`).
- TWO GLBs in the same frame: A = healthy, every bolt-on item its own `Part_<Name>` node (complete surface underneath, origin
  at its centre), `Barrel` child of `Gun`, `Muzzle` child of `Barrel` (identity rotation), `Fx_*` empties; B = damage only:
  `Hull_Damage` (`Dmg_` twins at their Part origins, `Scar_<face>` hit marks 2-4 mm proud, `Track_L/R_Broken`),
  `Turret_Damage` at the Turret origin (`Dmg_Turret_*`, `Scar_Turret_*`, `Gun_Broken` at the Gun origin), `Wreck_Hull`
  (material `Burnt`), `Wreck_Turret` with a closed underside. One file would draw wreck + healthy together (no hidden flag in glTF).
- Build the damage from COPIES of the healthy meshes (deform, cut, boolean, decimate) so everything lines up; the job renders
  `states.png` (healthy, hit, stripped, immobilised, wreck, turret off) from the two exported GLBs and looks at it.
- Retrofit an existing model from its previous build script + GLB + baked textures (copy them into a NEW remote dir): the
  offsets stay, so games aim the same way. Check the Muzzle position afterwards (the old Sherman's pointed backwards).
- Six to eight jobs at once worked (healthy file in 10-30 min, damage by ~60, 47-60 min in all; GPU gate on gex44).
  Each writes 50-105 MB into `~/.codex/sessions`: watch the local disk.
- A library card version is immutable: the importer refuses a version that belongs to another job.
- In game the model wants the runtime skin (FGE `module/vehicle-skin.mjs`, the JUGGERNAUT technique) on top of its bake.

## 9. Traps

- Bevel on bmesh-authored geometry does nothing (no shared edges) — weld
  first (§3). `o.scale` then Bevel makes pillows — apply scale first.
- `matrix_parent_inverse = parent.matrix_world.inverted()` cancels the
  parent transform (the "keep transform" idiom). Leave it at identity for
  the child to inherit the parent's rotation.
- A rotation about the wrong axis silently does nothing visible — a panel
  whose normal is +X doesn't change facing when rotated about X. Measure the
  world normal against the view vector rather than reasoning about it.
- Map Range with `To Min > To Max` and clamp on collapses to zero (clamps to
  an inverted interval) — invert with a `SUBTRACT` node instead.
- A Mix node in RGBA mode can silently drop a branch — several sockets share
  the name "Factor". Combine world contributions with two `Background` nodes
  into an `Add Shader` instead.
- The image preview downsamples — 4-px stars average away in a 1080p
  preview. Crop 1:1 and count bright pixels before concluding nothing rendered.
- A tangent-space NORMAL bake off a flat plane records nothing for vertical
  geometry — bake height by ray-traced Emission instead (§4).
- AO bakes along the surface normal — a kit skin wound facing away from the
  room bakes unoccluded everywhere.
- An AO map reaching pure black paints an unrecoverable dark line —
  floor-lift it (§4).
- Blender's WebP writer ignores its own quality setting, always lossless —
  PNG-dump and re-encode on the host (§8).
- Blender exits 0 even when the driven script raised — check stderr and the
  output file, not the return code (§2).
- A socket/exec service keeps Blender's *process* environment between calls
  — a default from a stale env var silently sends output into the wrong
  checkout. Assign output paths explicitly every call, never `setdefault`.

**Blender 5.x API changes** (4.x code fails on all of these):
- `Scene.node_tree` gone → `Scene.compositing_node_group`;
  `CompositorNodeComposite` no longer exists — the group's output socket IS
  the result.
- **The compositing group must contain a `CompositorNodeRLayers`.** Feeding
  it only from a Group Input means nothing depends on the render, so Blender
  skips rendering and writes a transparent black frame in 0.1 s. A
  suspiciously fast render is this bug.
- `Action.fcurves` is gone (slotted actions). Set
  `context.preferences.edit.keyframe_new_interpolation_type` *before*
  inserting keys.
- Glare/Lensdist settings moved from properties onto **sockets**; enums take
  display names (`"Fog Glow"`, `"Streaks"`, `"High"`), not old identifiers.
- Legacy addons still install to `~/Library/.../Blender/<ver>/scripts/addons/`
  on macOS — irrelevant on gex44, relevant for local proving.

## 10. Gates (measurable, not "looks right")

- **Independent export audit**: run
  `python3 scripts/audit_glb.py /absolute/path/asset.glb --strict` from this skill
  directory (requires numpy). It reports mesh-local triangles, nonfinite values,
  degenerate triangles, material groups and texture portability. Exit 1 means
  findings; exit 2 means invalid/unsupported input, never a clean bill of health.
  Audit uncompressed output before Draco/meshopt and inspect the compressed
  consumer separately. It does not validate winding, source solids, intersections,
  node-transformed placement, runtime draw calls or gameplay. Keep source meshes
  for topology/volume inspection; check transformed instance bounds in-game.
  The harbour correction's own empty issues list missed 16 zero-area triangles.

- **Rigged-asset rejection gates** (block the asset before it reaches a build; each one is a
  known failure class):
  - a character MAIN model still contains swappable gear (gear is separate parts on sockets);
  - action/animation files carry duplicate render meshes;
  - skeletons or bone names differ across actions of the same character;
  - a required role, socket (`target`, `ground`, `vfx-hit`, `vfx-death`, `attack-*`), collider,
    equipment-slot declaration or provenance field is absent;
  - toggling gear leaves visible fragments or holes without a declared underlayer boundary;
  - an attack animation has no authoritative timing and collision contract (see
    `_game-kit/core/ENEMY-CONTRACT.md`);
  - status language is truthful: `catalog-only` (recorded), `review-only` (inspector exists),
    `runtime` (gameplay loads it). Only `runtime` counts as shipped.
  Mechanical half: `audit_glb.py --rig --require-sockets target,ground,vfx-hit,vfx-death` reports
  skins, joint names, duplicate primitives (identical geometry buffers) and missing named nodes.
  Design after MengTo/Skills build-rigged-game-assets requirements (MIT); the human half stays a
  checklist.
- **Tone stats**: percentile clipping, e.g. "0.00% of pixels clip and the
  99th percentile is 165" — actionable; "looks flat" is not.
- **Contact sheets**: render every set-piece/angle into one grid image,
  judge the set at once rather than one screenshot at a time.
- **Clay check before any bake is trusted**: flat grey, hard key + rim +
  bounce, no textures, no emissives. A silhouette reading as a rectangle or
  an edge reading as infinitely sharp means the model isn't finished —
  textures and lighting hide box-stacking completely, flat clay does not.
- **Re-verify the capture isn't stale**: if the render/dev surface can
  hot-reload mid-capture, re-check the expected state is actually showing
  before saving, restart if not — a loading-state screenshot with a
  plausible number next to it is a silent false pass.
- **Draw-call and fps survey** after adding any asset: report draw count
  against the pre-change baseline (join-per-material should hold it flat)
  and frame time on the heaviest scene the asset appears in.
- **AO sanity**: print the raw bake's percentile spread (1st/10th/50th/90th)
  before floor-lifting — `min == 0` over a large area means winding or
  distance is wrong, not that floor-lift will fix it.
- Numbers not yet measured on gex44/RTX 4000 Ada (draft/final render time,
  bake time for a 4096 atlas): **unmeasured** — get one real run's numbers
  before writing them into a plan or a budget.

## Attribution

Distilled from TheLongSilence (MIT License, Copyright (c) 2026 Anshu
Chimala). Runnable reference code copied under the same license into
`reference/` — see `reference/INDEX.md`.

`reference/high-to-low-baking.md`, `baking-and-diagnostics.md`, `asset-delivery.md`,
`preflight-and-recovery.md` and `runtime-parity-and-diagnostics.md` are ported from
vercel-labs/vgpu `skills/vgpu/blender/references/` at commit 68cb1d8d198c (MIT License,
Copyright (c) 2025 Vercel, Inc.), adapted from vgpu/WebGPU to the three.js runtime.
`reference/critic-loop.md` is distilled from the same repository's asset agent flow.

hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "TZ=Europe/Paris date; pwd; rg --files -g AGENTS.md -g '*.py' -g '*.json' -g 'NOTES.md' ." in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 exited 1 in 0ms:
Mon Oct 12 19:43:47 CEST 2026
/home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc 'TZ=Europe/Paris date; ls -la; for p in /home/claude-agent/forge-build/AGENTS.md /home/claude-agent/forge-build/forge-assets/AGENTS.md /home/claude-agent/forge-build/forge-assets/jobs/AGENTS.md; do if [ -f "$p" ]; then cat "$p"; fi; done; sed -n '"'1,210p' /home/claude-agent/.agents/skills/blender-game-assets/SKILL.md" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
Mon Oct 12 19:43:53 CEST 2026
total 876
drwxrwxr-x   2 claude-agent claude-agent   4096 Oct 12 17:43 .
drwxrwxr-x 104 claude-agent claude-agent   4096 Oct 12 17:42 ..
-rw-rw-r--   1 claude-agent claude-agent   5407 Oct 12 17:43 PROMPT.txt
-rw-rw-r--   1 claude-agent claude-agent  73059 Oct 12 17:43 astra.log
-rw-rw-r--   1 claude-agent claude-agent 800713 Oct 12 17:42 city-look.png
-rw-rw-r--   1 claude-agent claude-agent     21 Oct 12 17:43 started.txt
---
name: blender-game-assets
description: "Create Blender game assets and export GLB kits with baked textures; validate renders against reference images."
metadata:
  provenance: adapted
---

# Blender game assets, headless

Distilled from TheLongSilence's Blender pipeline (162 m ship, carved rocks, a
cabin interior kit, 13 ground materials) into a headless-first recipe for
Forge. **No GUI, no BlenderMCP socket** — Forge's Blender lives on gex44 with
no display, and `blender -b` is the one thing BlenderMCP's addon refuses to
run under. Everything below is a plain `blender -b --python` call or the
gex44 exec service.

For architectural construction kits, read `construction-kit` and its tested
source builders. It supplies cross-family profile/damage/UV contracts and
consumer-side checks; use only the relevant elements.

For a connected playable scene, also read `visual-game-loop` and its
`references/whole-scene-blender.md`: the user-approved harbour recipe combines
scene/object references, photographic materials and coherent Blender construction
with gameplay verification. Reuse good hero assets; author the surrounding place
as a whole rather than assuming a larger modular catalog will fix assembly.

## Read only what the task needs

| When | Read |
| --- | --- |
| A dense model must become a light one that keeps its look (normal + AO transfer) | [high-to-low baking](reference/high-to-low-baking.md) |
| Preparing UVs or a cage, or a bake shows seams, black faces, wrong highlights | [baking and diagnostics](reference/baking-and-diagnostics.md) |
| Choosing texture or mesh formats, or the asset is slow to load or heavy in GPU memory (KTX2, WebP, meshopt, Draco) | [asset delivery](reference/asset-delivery.md) |
| Before any long bake or scripted export pipeline | [preflight and recovery](reference/preflight-and-recovery.md) |
| The asset looks right in Blender and wrong in the game, or the cause could be either | [runtime parity and diagnostics](reference/runtime-parity-and-diagnostics.md) |
| The asset will be judged by eye (hero prop, character, building, environment) | [author and critic loop](reference/critic-loop.md) |
| Terrain, cliffs or rocks should look weathered (branching gullies and ridges, no simulation) | [terrain erosion](reference/terrain-erosion.md) |

These seven are loaded on demand, not by default. Five are ported from vercel-labs/vgpu (see Attribution); terrain erosion uses Rune Skovbo Johansen's filter (MPL 2.0, `scripts/erosion/`).

### Choose how to carry each detail before any bake

| Detail | Carry it as |
| --- | --- |
| Silhouette, openings, broad edges, tuft dimples, piping, moving parts | Real low-poly geometry |
| Fine bevel curvature and shallow relief the triangle budget cannot afford | Tangent-space normals baked from the dense source |
| Permanent cavities and contacts inside a rigid assembly | Baked AO |
| Fabric weave, grain, micro-texture | The existing tiled map at its own scale, never re-baked into a unique atlas |
| Contacts that change, directional shadows | Runtime lighting |

**Pick the cheapest carrier that passes the look check. Being under a texture budget is not a reason to
spend it.** A unique normal atlas is the last resort, for detail the triangle budget cannot hold: a
1024 px RGBA8 map with mips is 5.6 MB of GPU memory per asset, and it replaces a tiled map that every
copy of the material could have shared. If you try a bake and geometry plus the source's tiled maps
looks as good, ship the geometry and say so in the report.

Measured (2 Oct 2026, STRANDMON armchair, 233k to 12k triangles, two Astra runs, same brief): dimples kept
as geometry with the two original 256 px tiled maps = 0.46 MB download, 0.7 MB GPU textures. Same detail
baked into a unique 1152 px normal map = 1.19 MB download, 7.4 MB GPU textures, slightly closer from across
the room, slightly weaker up close, and a blind judge preferred the geometry version.

## Which representation: decide before modelling

For furniture reconstructed from photographs, datasheets or assembly instructions,
read [Furniture reconstruction checks](reference/furniture-reconstruction.md)
before generating geometry. It covers panel-relative coat-hook placement,
interior compartment counts and optional door/drawer articulation.

| Need | Representation | Why |
| --- | --- | --- |
| Hero or enemy character with a walk and attacks | imported rigged mesh (this skill, or the CC0 library: Quaternius, KayKit, Mixamo motions) | skinning, retargetable clips; procedural rigs read as mannequins |
| Weapon, prop, creature variant where silhouette, sockets, collision or code-driven variants matter | procedural three.js geometry or a small GLB kit part | controllable, cheap to vary per instance |
| Concept, icon, backdrop, card art | a generated 2D image used directly | never rebuilt as geometry |
| A reference image whose visible FORM must become a code model | `img2threejs` with its gates; say the result is a reconstruction, not extracted geometry | likeness is judged, not measured |

Pick once at the blueprint or stack-selection stage and record it with provenance (source, licence,
metres per unit, forward axis). Design after MengTo/Skills build-hybrid-game-assets (MIT).

## 1. The recipe

The concept image is the spec, not decoration. For every asset in a kit:

1. **Model every piece in Blender from the concept image** using loft/recess/
   greeble (§3). Grey-clay render it before touching a texture (§4, §10) —
   box-stacking hides under any lighting rig except flat grey + one hard key.
2. **Use a fitting registered photographic texture set or an image model** for
   photographic surfaces (ground, foliage, cloth). Record origin, license and
   physical scale; matching normal/roughness maps must remain aligned. Use an
   existing suitable licensed scan before generating a replacement; use Cycles nodes only for what
   genuinely varies by geometry (edge wear, per-plate tone), and flatten
   before export (§6).
3. **Screenshot-vs-concept loop.** Render next to the concept, same angle if
   possible, compare. Judge by measured numbers where you can (§10: tone
   percentiles, AO floor, draw calls), by eye where you can't (silhouette,
   chamfer read, material believability). Iterate until it reads as the
   concept, not until it "looks 3D".
4. **Export once clay AND texture both hold up.** A model that's flat-correct
   in clay but goes muddy after baking has a material bug, not a modelling
   bug — don't re-model to fix a bad bake.

## 2. Headless setup on gex44

Blender 5.2.0 LTS, x64, RTX 4000 Ada, at
`/root/blender-spike/blender-5.2.0-linux-x64/blender`.

**A. Direct subprocess** (matches the source game's `build_*.py` pattern):
```python
BLENDER = "/root/blender-spike/blender-5.2.0-linux-x64/blender"
cmd = [BLENDER, "--background", "--factory-startup", "--python-exit-code", "1", "--python", __file__,
       "--", "BUILD"] + extra_args
# script: `if 'BUILD' in sys.argv: blender_main(...)` else `drive(...)`
```
Split into `drive()` (host: subprocess + result check) and `blender_main()`
(only imports `bpy`/`bmesh` — importing them outside `-b` crashes with no
display). **Without `--python-exit-code 1`, Blender can exit 0 after a Python error.**
Set that flag, check the exit code and logs, and verify fresh output files.
Mesh/export validation still matters: a successful process is not visual proof.

**B. gex44 exec service** (`/opt/astra-blender/blender_exec_server.py`,
loopback `:8793`, token-guarded): POST a python script, get back stdout plus
render paths, for interactive iteration without a subprocess per call. Same
headless constraint — the script is a `blender_main`-shaped body, no GUI code.

Outputs land in the app's `public/models/` (or the GameKit pack's asset dir)
as `.glb` + `.webp`. Draft render: 64 samples / 1280x720 ≈ 2 s on an M-series
GPU (source game, Apple Silicon) — **gex44/RTX 4000 Ada timing is
unmeasured; get one real number before quoting a render budget.**

## 3. Modelling: loft, recess, greeble

Three techniques, in order of impact.

**Loft cross-sections, never stack primitives.**
```python
def oct_ring(w, h, cx, cz):
    a, b = w * 0.5, h * 0.5
    return [( a, b-cz), ( a-cx,  b), (-(a-cx),  b), (-a,  b-cz),
            (-a, -(b-cz)), (-(a-cx), -b), ( a-cx, -b), ( a, -(b-cz))]

def loft(name, sections, mat):    # sections: (y, w, h, cx, cz, dz)
    bm = bmesh.new()
    rings = [[bm.verts.new((x, y, z+dz)) for (x, z) in oct_ring(w, h, cx, cz)]
             for (y, w, h, cx, cz, dz) in sections]
    for A, B in zip(rings, rings[1:]):
        for i in range(8):
            j = (i+1) % 8
            bm.faces.new((A[i], A[j], B[j], B[i]))
    bm.faces.new(list(reversed(rings[0]))); bm.faces.new(rings[-1])
```
Keep the profile **stepped, not tapered** — a parallel midbody, a shoulder, a
blunt end. Steps are what the eye measures scale against.

**Cut detail into the skin**, not glued on top:
```python
sel = [f for f in bm.faces if pick(f)]
bmesh.ops.inset_region(bm, faces=sel, thickness=1.2, depth=0.0,
                       use_even_offset=True, use_boundary=True)
for f in sel:
    bmesh.ops.translate(bm, verts=list(f.verts), vec=f.normal.normalized()*-0.7)
    f.material_index = i_recess
```

**Detail hierarchy, including restraint.** Primary masses, panel bays, fine
greebles at roughly **1/60 of the asset's longest dimension**. Zone them and
**leave clean plate** — greebling every face reads as noise; detail only
registers against something undetailed. Flat-shade hard surfaces.

**A Bevel modifier does nothing on face-soup geometry** — bmesh ops emit
every face with fresh vertices, no shared edges to bevel. Weld first, then
chamfer:
```python
def weld_bevel(ob, width=0.0025, segments=2, angle=math.radians(31), dist=2e-5):
    me = ob.data
    bm = bmesh.new(); bm.from_mesh(me)
    bmesh.ops.remove_doubles(bm, verts=bm.verts, dist=dist)   # joins coincident boxes
    bm.to_mesh(me); bm.free(); me.update()
    apply_bevel(ob, width=width, segments=segments, angle=angle)
```
A 90-degree edge returns no highlight from any light — the single largest
thing separating "modelled" from "a pile of boxes". `o.scale = size` then
Bevel makes pillows (Bevel is local-space) — `transform_apply(scale=True)`
before bevelling.

## 4. Kit-bake pipeline (interior_bake/ distilled)

For a repeated kit (a corridor, a room set, a prop family), stage the build
so nothing bakes twice and occlusion bakes into the placement it ships in:

1. **Tile geo** — hi-poly tile (plates, rivets, hatches) as a **3x3 array**
   so only the centre tile bakes and its edges see real neighbours (no
   cross-fade). Panel tile 2.0 m, deck tile 1.5 m in the source kit.
2. **Tile bake** — bake **height by ray-tracing an Emission shader whose
   colour is world-Z**, not a tangent-space NORMAL bake off a flat cage: a
   vertical panel-gap wall has no cross-section for a downward ray, so a
   NORMAL bake off a plane records nothing for it. Height + a prefilter gives
   both the seams and a slope a texel wide.
   ```python
   sc.render.bake.use_selected_to_active = True   # hi -> flat lo plane
   sc.render.bake.cage_extrusion = 0.05
   ```
3. **Compose** (numpy) — prefiltered normal from height (clamp depth *before*
   differentiating: an undamped 26 mm slot over two texels is a normal lying
   flat, rendering as a crawling black slit); crown/cavity masks drive wear
   and grime; procedural stencils (part numbers, hazard stripes) into albedo.
4. **Kit** — parametric part builders on a shared profile/loft/box library
   (`Part`-style primitives, per-edge bevel, a material "slot" tag).
5. **Props / assemble** — instantiate every master once, `weld_bevel` each
   with a **hand-tuned width per part class** (finer on small props — a
   2.5 mm round-over eats a 6 mm book board), lay the kit out at its in-game
   transforms *before* baking so occlusion matches what ships.

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
mcp: forge/coord_check started
hook: PreToolUse Completed
mcp: forge/coord_check started
hook: PreToolUse Completed
mcp: forge/skills_get started
mcp: forge/coord_check (completed)
mcp: forge/coord_check (completed)
mcp: forge/skills_get (completed)
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc 'cat /home/claude-agent/.agents/skills/blender-game-assets/reference/preflight-and-recovery.md; cat /home/claude-agent/.agents/skills/blender-game-assets/reference/critic-loop.md' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
<!-- Ported from vercel-labs/vgpu skills/vgpu/blender/references/preflight-and-recovery.md at commit 68cb1d8d198c (MIT, Copyright (c) 2025 Vercel, Inc.). Adapted for Forge: three.js runtime instead of vgpu/WebGPU, links rerouted. Upstream text otherwise kept so a re-sync stays diffable. -->

# Preflight and Recovery

Use this workflow for long bakes and scripted asset delivery. Keep a short manual edit lightweight; add checkpoints where repeating expensive work or confusing stale output is a real risk. These are asset execution requirements, independent of how many people or agents perform the work.

## Exercise the actual execution path first

Before an expensive run, provide and run a task-local preflight command using the same executable, working directory, dependency environment and helper paths as the intended run. Reuse existing project checks where possible. A version query or import from another directory is not an execution probe.

- Start native Blender (gex44 path and GPU gate wrapper: `SKILL.md` §2) and execute a minimal scene operation through Python. For scripted runs, use `--python-exit-code 1`; inspect logs and the expected output, not exit status alone.
- Exercise the chosen render/bake device with a tiny representative bake, then export, encode/decode and import a small fixture through the actual exporter and runtime loader. Await codec initialization. Resolve copied Node helpers from their real execution directory and module mode; a successful ESM import does not establish that a copied CommonJS helper can resolve its dependencies.
- Classify required and optional inputs before baking. Verify required files, codecs, writable output paths and capture dependencies. Missing optional metadata must have a documented fallback or be omitted deliberately, not fail final assembly after a completed bake.
- Capture and read one real target-renderer frame with the intended browser/image tools. Record the actual backend; a fallback renderer does not validate the requested backend. This probe establishes that the tools work, not final visual quality.

If a probe fails, fix or report that boundary before starting dependent expensive work. Do not keep retrying the unchanged failure. If sources may change during a run, execute an immutable snapshot including local imports; record external dependencies and verify snapshot hashes at completion.

## Keep stages independently recoverable

Give expensive stages explicit commands, inputs, outputs and validation. A task-local script may expose subcommands or separate entry points; no particular build framework is required. Do not force a bake when that asset does not need one.

| Stage | Evidence needed before its outputs can be reused |
| --- | --- |
| Prepare | Saved source/LOW checkpoint, resolved transforms and reproducible parameters |
| Validate geometry | Openings, contacts, normals and UV checks on evaluated/exported LOW; simple-material views, including relevant LODs |
| Bake | Lossless masters, actual pass settings and dependency identities, coverage and representative pixel checks |
| Export | Decodable serialized meshes, map/UV bindings and measured counts; reconcile exporter changes with prepared geometry |
| Package | Required files, decoded texture error, channels/mips and delivery manifest with hashes |
| Verify runtime | Actual target-backend captures from matched cameras, independent map toggles, measured costs and renderer errors |

For each attempt, save the exact command, input/dependency hashes, tool identities, exit outcome, output hashes, validation results and failure reason. Mark a stage complete only after its outputs pass its checks. Keep failed attempts and logs distinct from completed checkpoints. File existence or a successful process alone is not proof of completion.

On retry, start at the earliest invalid stage and revalidate dependent outputs. If packaging fails after a verified bake/export, resume packaging from those artifacts; do not regenerate the scene merely to rerun a copy step. When geometry, normals or lighting change, use the [bake dependency rules](baking-and-diagnostics.md#reuse-bakes-by-their-dependencies) to decide which passes need new identities.

## Validate a candidate before replacing delivery assets

Keep candidate assets separate from the last working delivery. Verify the candidate manifest and served build/asset identities before capture; avoid a preview that silently loads missing files from the old asset set. Promote only the validated files together with their matching manifest, retain a recoverable previous version, and smoke-check the delivered URL after replacement. Report whether the replacement is atomic; per-file writes do not make the whole asset set atomic.

Checks establish structural and runtime evidence, not aesthetic acceptance. Pair them with the matched visual review in [the critic loop](critic-loop.md) and the gates in `SKILL.md` §10.
<!-- Distilled from vercel-labs/vgpu .claude/skills/vgpu-agent-flow/references/asset-iteration.md and
.subharness/agents/asset-author.ts + asset-critic.ts at commit 68cb1d8d198c (MIT, Copyright (c) 2025 Vercel, Inc.),
rewritten for Forge lanes (forge-agent, Astra author, a second model family as critic). -->

# Author and critic loop for a Blender asset

Use this for any authored asset that will be judged by eye: a hero prop, a character, a building, an
environment. Skip it for a mechanical re-export.

## Seats

| Seat | Who | Owns |
| --- | --- | --- |
| Author | Astra (operator law: Blender work goes to Astra) | Geometry, authored materials, UVs, bakes, Blender renders, the export |
| Runtime | The root, or one worker when the shader work is real | Loading the export in the game's actual three.js path, captures, measured costs |
| Critic | A different model family from the author, reading the real images | Findings only. Never edits the asset |

The critic must open the actual capture files. A critic that cannot read images says so and returns
BLOCKED; it never writes a visual verdict from metrics or from the author's description.

## Budget

- Default: **3 revisions, at most 2 critic passes per revision.** The brief may set another cap.
- A cap is an execution limit, not acceptance. Cap reached with open visual findings = `REVISE`
  reported as such, never a `PASS`.
- No unattended improvement loop past the cap.

## Before the first render

Write in the task folder: scope, target cameras (gameplay view, hero, rear, closest required view),
output paths, budgets (triangles, exported vertices, texture bytes and GPU memory, draw calls) and
the revision cap. Budgets are task inputs; do not copy another asset's numbers.

Run the [preflight](preflight-and-recovery.md) once: Blender starts and runs a scene operation, a
tiny bake and export round-trips through the real loader, one real runtime frame is captured.

Integrate a cheap LOW blockout in the runtime at this stage. Scale, axis, camera and material
contract problems are found before an expensive bake, not after.

## Each revision keeps

- the source revision or parameters that rebuild the previous asset;
- real hero, rear and close-up captures, same camera, light, exposure and pose every time;
- triangles, exported vertices, primitives, material count, file bytes, texture GPU memory;
- runtime draw counters, kept apart from offline estimates;
- the critic's findings, the fixes chosen, and the next measured result.

## The critic pass

The critic receives the previous AND the current captures and metrics under matched cameras (or
an explicit "first revision, no baseline"), the reference image, and the brief. It returns:

- **at most five findings**, ordered by impact, each with a stable id, the evidence path (whole
  view plus crop or image coordinates), the visible symptom, a suggested correction and a
  **measurable acceptance condition**;
- regressions against the previous revision;
- resolved / remaining / regressed status of earlier findings on a follow-up pass;
- `PASS`, `REVISE` or `BLOCKED`, with the limits of its evidence.

It compares against the reference as well as the previous revision: clean topology and progress
since last time do not make the asset match the reference. It separates the observed defect from
the suspected cause. A small whole-image difference can hide severe local damage (thin trim,
stairs, silhouette edges): it inspects crops at each delivered LOD. Design ideas are suggestions,
not new acceptance requirements.

When the cause could be the asset or the renderer, it asks for the diagnostic captures in
[runtime parity](runtime-parity-and-diagnostics.md) (maps off, AO neutral, lightmap off) rather
than guessing.

## Rules that stop false passes

- A generated concept image is never proof of a working model. Label concepts as concepts; accept
  only on real renders of the real export.
- Requested bakes need bake provenance (what was baked, from what, at what settings) and matched
  runtime captures with each contribution switched off in turn. Vertex tint and runtime shadows
  are not substitutes for a requested AO or lightmap bake.
- An atlas repair is checked on the full matched views, not only on the crop that was broken: a new
  layout can fix one edge and turn another face black.
- One writer per handoff file. A reply never gets appended to a request file another agent will
  regenerate. Superseded manifests and failed captures stay on disk.
- The author hands the root a compact result: verdict, the few decisive images, the metrics table.
  Full capture sets stay on disk; the root does not load every image.
- A user's rejection or a changed brief reopens any earlier `PASS`.

## Lessons

When a revision teaches something that will recur, write it as: evidence path, symptom, cause,
intervention, matched before/after result, scope. The root checks it and makes a narrow edit to this
skill. Reject task-specific style preferences dressed up as general rules.

codex
The reference calls for clean, believable city props with softened edges and restrained surface detail. I’ll bake the opaque surfaces into a 512 px texture set per piece, with separate Glass and Glow materials where needed. The first delivery will be the orange sweeper, with its brushes prominent in the game view. The work window ends at 20:57 CEST.

hook: PreToolUse
hook: PreToolUse Completed
mcp: forge/coord_claim started
mcp: forge/coord_claim (completed)
hook: PreToolUse
hook: PreToolUse Completed
mcp: forge/coord_claim started
mcp: forge/coord_claim (completed)
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
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exec
/bin/bash -lc 'timeout 30 ssh gex44 mkdir -p /root/hop-street' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 702ms:
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "cat > build_street.py <<'PY'
\"\"\"Hop City original street pack. Blender 5.2, metres, Z-up authoring, front -Y.
Run: blender -b --python-exit-code 1 --python build_street.py -- [slug|all|lineup]
No external images. Procedural albedo and packed roughness/metallic are Cycles-baked.
\"\"\"
import bpy, math, os, sys, json, random
from mathutils import Vector
from pathlib import Path
OUT=Path(__file__).resolve().parent
random.seed(42)
SPEC={'street-sweeper':([2,5,2.7],5000,600000),'tram':([2.3,16,3.3],7000,900000),'raft-2':([4,1.8,.45],2500,600000),'raft-3':([6,1.8,.45],2500,600000),'raft-4':([8,1.8,.45],2500,600000),'lily-pad':([1.7,1.7,.12],1200,600000),'donut':([.55,.55,.22],1200,600000),'tram-signal':([.5,.4,2.6],2000,600000),'bench':([1.8,.7,.9],2000,600000),'hedge':([1.8,1.8,1.3],2000,600000)}
PARTS=[]; MATS={}
def setup():
    global PARTS,MATS
    bpy.ops.wm.read_factory_settings(use_empty=True); PARTS=[]; MATS={}
    s=bpy.context.scene; s.render.engine='CYCLES'; s.cycles.samples=32
    s.cycles.use_denoising=True; s.cycles.preview_samples=8
    try:
        p=bpy.context.preferences.addons['cycles'].preferences; p.compute_device_type='OPTIX'; p.get_devices()
        for d in p.devices: d.use=d.type=='OPTIX'
        s.cycles.device='GPU'
    except Exception: s.cycles.device='CPU'
    s.render.resolution_x=s.render.resolution_y=800; s.render.resolution_percentage=100
    s.render.image_settings.file_format='PNG'; s.world=bpy.data.worlds.new('Daylight'); s.world.use_nodes=True
    s.world.node_tree.nodes['Background'].inputs[0].default_value=(.65,.73,.85,1)
    s.world.node_tree.nodes['Background'].inputs[1].default_value=.55
    s.view_settings.view_transform='AgX'

def mat(name,color,rough=.55,metal=0,texture=None):
    if name in MATS:return MATS[name]
    m=bpy.data.materials.new(name); m.diffuse_color=(*color,1); m.use_nodes=True
    p=m.node_tree.nodes.get('Principled BSDF'); p.inputs['Base Color'].default_value=(*color,1)
    p.inputs['Roughness'].default_value=rough; p.inputs['Metallic'].default_value=metal
    m['rough']=rough; m['metal']=metal
    if texture:
        nt=m.node_tree; tex=nt.nodes.new('ShaderNodeTexNoise'); tex.inputs['Scale'].default_value=5 if texture=='wood' else 24
        tex.inputs['Detail'].default_value=3; tc=nt.nodes.new('ShaderNodeTexCoord')
        v=nt.nodes.new('ShaderNodeVectorMath'); v.operation='MULTIPLY'; v.inputs[1].default_value=(.7,28,12) if texture=='wood' else (1,1,1)
        nt.links.new(tc.outputs['Generated'],v.inputs[0]); nt.links.new(v.outputs[0],tex.inputs['Vector'])
        ramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.color_ramp.elements[0].position=.18; ramp.color_ramp.elements[1].position=.82
        a,b=(.58,1.25) if texture in ('wood','leaf','stone') else (.91,1.06)
        ramp.color_ramp.elements[0].color=(*[c*a for c in color],1); ramp.color_ramp.elements[1].color=(*[min(c*b,1) for c in color],1)
        nt.links.new(tex.outputs['Fac'],ramp.inputs[0]); nt.links.new(ramp.outputs['Color'],p.inputs['Base Color'])
    MATS[name]=m; return m

def special():
    g=mat('Glass',(.12,.27,.32),.16,.12); p=g.node_tree.nodes.get('Principled BSDF'); p.inputs['Alpha'].default_value=.35; g.diffuse_color=(.12,.27,.32,.35); g.surface_render_method='BLENDED'
    e=mat('Glow',(1,.48,.05),.3); p=e.node_tree.nodes.get('Principled BSDF'); p.inputs['Emission Color'].default_value=(1,.32,.025,1); p.inputs['Emission Strength'].default_value=2
    return g,e

def finish_part(o,name,m,smooth=False):
    o.name=name; o.data.materials.clear(); o.data.materials.append(m); PARTS.append(o)
    if smooth:
        for p in o.data.polygons:p.use_smooth=True
    return o

def bevel(o,w=.02,segments=1):
    bpy.context.view_layer.objects.active=o; o.select_set(True)
    b=o.modifiers.new('Manufactured edge','BEVEL'); b.width=w; b.segments=segments
    bpy.ops.object.modifier_apply(modifier=b.name)
    try:
        n=o.modifiers.new('Weighted normals','WEIGHTED_NORMAL'); n.keep_sharp=True; n.weight=40; bpy.ops.object.modifier_apply(modifier=n.name)
    except Exception:pass
    return o

def box(name,loc,size,m,b=.02,rot=None):
    bpy.ops.mesh.primitive_cube_add(size=1,location=loc); o=bpy.context.object; o.dimensions=size
    bpy.ops.object.transform_apply(location=False,rotation=False,scale=True)
    if b:bevel(o,b,1)
    if rot:o.rotation_euler=rot
    return finish_part(o,name,m)

def cyl(name,loc,r,depth,m,n=16,axis='Z',r2=None):
    if r2 is None:bpy.ops.mesh.primitive_cylinder_add(vertices=n,radius=r,depth=depth,location=loc)
    else:bpy.ops.mesh.primitive_cone_add(vertices=n,radius1=r,radius2=r2,depth=depth,location=loc)
    o=bpy.context.object
    if axis=='X':o.rotation_euler[1]=math.pi/2
    elif axis=='Y':o.rotation_euler[0]=math.pi/2
    return finish_part(o,name,m,True)

def rod(name,a,b,r,m,n=8):
    d=Vector(b)-Vector(a); o=cyl(name,(Vector(a)+Vector(b))/2,r,d.length,m,n); o.rotation_euler=d.to_track_quat('Z','Y').to_euler(); return o

def mesh(name,verts,faces,m,smooth=False):
    me=bpy.data.meshes.new(name); me.from_pydata(verts,[],faces); me.update(); o=bpy.data.objects.new(name,me); bpy.context.collection.objects.link(o)
    return finish_part(o,name,m,smooth)

def profile(name,coords,width,m):
    # side profile listed counterclockwise in Y,Z; closed extrusion along X
    v=[(x,y,z) for x in (-width/2,width/2) for y,z in coords]; n=len(coords)
    f=[tuple(range(n-1,-1,-1)),tuple(range(n,2*n))]+[(i,(i+1)%n,(i+1)%n+n,i+n) for i in range(n)]
    o=mesh(name,v,f,m); bevel(o,.025);return o

def torus(name,loc,major,minor,m,N=24,n=6,rot=None):
    bpy.ops.mesh.primitive_torus_add(major_radius=major,minor_radius=minor,major_segments=N,minor_segments=n,location=loc)
    o=bpy.context.object
    if rot:o.rotation_euler=rot
    return finish_part(o,name,m,True)

def sweeper():
    orange=mat('Enamel orange',(.95,.20,.018),.36,.12,'paint'); dark=mat('Rubber charcoal',(.025,.032,.035),.78)
    steel=mat('Brushed alloy',(.32,.37,.38),.34,.7); white=mat('Ivory stripe',(.88,.89,.83),.4)
    glass,glow=special(); inner=mat('Cab interior',(.035,.073,.085),.65)
    box('Ladder chassis',(0,.1,.52),(1.5,4.6,.27),dark,.06)
    # Broad chamfered cab with sloped panoramic windscreen, short bonnet, upright rear.
    profile('Orange forward cab',[(-2.43,.69),(-2.48,1.12),(-2.34,1.48),(-2.10,2.40),(-1.86,2.52),(-.54,2.52),(-.44,.73)],1.75,orange)
    box('Cab roof',(0,-1.30,2.53),(1.86,1.69,.13),orange,.07)
    # Front glazing seated on the sloped cab skin. Split by a narrow orange mullion.
    for x1,x2 in [(-.77,-.035),(.035,.77)]:
        pts=[(x1,-2.331,1.56),(x2,-2.331,1.56),(x2,-2.13,2.31),(x1,-2.13,2.31)]
        mesh('Windscreen dark interior',pts,[(0,1,2,3)],inner)
        mesh('Windscreen glass',[(x,y-.009,z) for x,y,z in pts],[(0,1,2,3)],glass)
    for s in [-1,1]:
        x=s*.882
        pts=[(x,-2.06,1.56),(x,-1.91,2.31),(x,-.69,2.31),(x,-.64,1.56)]
        mesh('Door glass backing',pts,[(0,1,2,3)],inner)
        mesh('Door glass',[(x+s*.009,y,z) for x,y,z in pts],[(0,1,2,3)],glass)
        box('Door white stripe',(s*.888,-1.37,1.35),(.014,1.5,.14),white,.005)
        box('Door handle',(s*.91,-.83,1.52),(.045,.21,.045),dark,.01)
        rod('Mirror arm',(s*.8,-1.96,1.65),(s*.985,-2.04,1.95),.023,steel)
        box('Mirror',(s*.99,-2.05,2.0),(.09,.18,.26),dark,.025)
        box('Boarding step',(s*.87,-.85,.65),(.22,.55,.1),steel,.02)
    box('Hopper lower shell',(0,1.06,1.18),(1.88,2.62,.91),orange,.11)
    profile('Hopper shoulder',[(-.24,1.4),(-.16,2.43),(.1,2.56),(2.19,2.56),(2.43,2.17),(2.43,1.4)],1.88,orange)
    box('Hopper lid',(0,1.07,2.58),(1.63,2.35,.075),orange,.045)
    for s in [-1,1]:
        box('Long white service stripe',(s*.946,1.13,1.50),(.02,2.35,.20),white,.005)
        box('Hopper service door',(s*.951,1.15,1.95),(.022,1.56,.51),orange,.035)
        for yy in [.52,.65,.78,.91,1.04]:box('Vent slot',(s*.967,yy,2.05),(.012,.045,.28),dark,.005)
        for yy in [.37,1.95]:box('Hopper latch',(s*.98,yy,1.57),(.03,.1,.27),steel,.012)
    # Four black pneumatic tyres and recessed metal wheel hubs.
    for x in [-.79,.79]:
        for y in [-1.46,1.58]:
            torus('Tyre',(x,y,.46),.335,.12,dark,20,6,(0,math.pi/2,0))
            cyl('Wheel hub',(x+(.065 if x>0 else -.065),y,.46),.255,.15,steel,16,'X')
            cyl('Hub centre',(x+(.15 if x>0 else -.15),y,.46),.115,.02,dark,12,'X')
    box('Front bumper',(0,-2.43,.72),(1.85,.18,.2),dark,.045)
    box('Front grille',(0,-2.47,1.10),(.67,.05,.31),dark,.025)
    for z in [.99,1.08,1.17]:box('Grille slat',(0,-2.504,z),(.6,.012,.016),steel,.003)
    for s in [-1,1]:
        box('Headlight surround',(s*.65,-2.415,1.16),(.34,.075,.22),white,.035)
        box('Headlight',(s*.65,-2.46,1.17),(.24,.017,.13),glow,.025)
        # Side brushes flare beyond the body, a ring of individual bristle tufts.
        cx=s*.66; cy=-2.05
        rod('Brush hydraulic arm',(s*.58,-1.5,.62),(cx,cy,.29),.052,steel)
        cyl('Brush bristle skirt',(cx,cy,.15),.37,.21,dark,24,r2=.29)
        cyl('Orange brush disc',(cx,cy,.27),.295,.065,orange,24)
        for j in range(20):
            a=2*math.pi*j/20
            rod('Bristle tuft',(cx+.255*math.cos(a),cy+.255*math.sin(a),.23),(cx+.38*math.cos(a),cy+.38*math.sin(a),.05),.017,dark,5)
    box('Beacon foot',(0,-1.1,2.63),(.35,.24,.075),dark,.025)
    cyl('Amber beacon',(0,-1.1,2.76),.115,.2,glow,16,r2=.09)
    cyl('Rear exhaust',( .63,2.01,2.67),.065,.24,steel,10)
    for yy in [-2.22,-2.28]:rod('Wiper',(-.56,yy,1.60),(-.15,yy+.04,1.94),.014,dark,6)

def bounds(ob):
    pts=[ob.matrix_world@Vector(v) for v in ob.bound_box]
    return Vector([min(p[i] for p in pts) for i in range(3)]),Vector([max(p[i] for p in pts) for i in range(3)])

def assemble(slug):
    bpy.ops.object.select_all(action='DESELECT')
    for o in PARTS:o.select_set(True)
    bpy.context.view_layer.objects.active=PARTS[0]; bpy.ops.object.convert(target='MESH'); bpy.ops.object.join(); ob=bpy.context.object; ob.name=slug
    bpy.ops.object.transform_apply(location=True,rotation=True,scale=True)
    lo,hi=bounds(ob); target=SPEC[slug][0]; scale=Vector((target[0]/(hi.x-lo.x),target[1]/(hi.y-lo.y),target[2]/(hi.z-lo.z)))
    c=Vector(((hi.x+lo.x)/2,(hi.y+lo.y)/2,lo.z))
    for v in ob.data.vertices:v.co=(v.co-c)*scale
    bpy.context.scene.cursor.location=(0,0,0); bpy.ops.object.origin_set(type='ORIGIN_CURSOR')
    # Recalculate consistent winding for closed solids, preserve intentionally two-sided panels.
    import bmesh
    bm=bmesh.new(); bm.from_mesh(ob.data); bmesh.ops.recalc_face_normals(bm,faces=bm.faces); bm.to_mesh(ob.data); bm.free()
    bpy.ops.object.mode_set(mode='EDIT'); bpy.ops.mesh.select_all(action='SELECT'); bpy.ops.uv.smart_project(angle_limit=math.radians(66),island_margin=.018); bpy.ops.object.mode_set(mode='OBJECT')
    return ob

def bake(ob,slug):
    s=bpy.context.scene; s.cycles.samples=8; s.render.bake.margin=5
    mats=list(ob.data.materials); opaque=[m for m in mats if m.name not in ('Glass','Glow')]
    originals={m.name:m.node_tree.nodes.get('Principled BSDF') for m in opaque}
    images=[]
    for kind in ['base','orm']:
        img=bpy.data.images.new(slug+'_'+kind,512,512,alpha=False)
        if kind=='orm':img.colorspace_settings.name='Non-Color'
        for m in mats:
            nt=m.node_tree; tex=nt.nodes.new('ShaderNodeTexImage'); tex.image=img; nt.nodes.active=tex
            if m not in opaque:continue
            p=originals[m.name]; out=nt.nodes.get('Material Output'); em=nt.nodes.new('ShaderNodeEmission')
            if kind=='base':
                inp=p.inputs['Base Color']
                if inp.is_linked:nt.links.new(inp.links[0].from_socket,em.inputs['Color'])
                else:em.inputs['Color'].default_value=inp.default_value
            else:em.inputs['Color'].default_value=(1,m.get('rough',.55),m.get('metal',0),1)
            nt.links.new(em.outputs[0],out.inputs['Surface'])
        bpy.context.view_layer.objects.active=ob; ob.select_set(True); bpy.ops.object.bake(type='EMIT')
        img.filepath_raw=str(OUT/(slug+'_'+kind+'.png')); img.file_format='PNG'; img.save(); images.append(img)
        for m in opaque:
            nt=m.node_tree; nt.links.new(originals[m.name].outputs[0],nt.nodes.get('Material Output').inputs[0])
    body=mat('Body',(1,1,1)); nt=body.node_tree; p=nt.nodes.get('Principled BSDF')
    t=nt.nodes.new('ShaderNodeTexImage'); t.image=images[0]; nt.links.new(t.outputs['Color'],p.inputs['Base Color'])
    t=nt.nodes.new('ShaderNodeTexImage'); t.image=images[1]; sep=nt.nodes.new('ShaderNodeSeparateColor'); nt.links.new(t.outputs['Color'],sep.inputs[0]); nt.links.new(sep.outputs['Green'],p.inputs['Roughness']); nt.links.new(sep.outputs['Blue'],p.inputs['Metallic'])
    keep=[body]+[m for m in mats if m.name in ('Glass','Glow')]
    mapping={i:(keep.index(m) if m in keep else 0) for i,m in enumerate(mats)}
    ids=[mapping[p.material_index] for p in ob.data.polygons]; ob.data.materials.clear()
    for m in keep:ob.data.materials.append(m)
    for p,i in zip(ob.data.polygons,ids):p.material_index=i
    s.cycles.samples=32

def stage(ob,side=False,water=False,wide=False):
    s=bpy.context.scene
    for o in list(s.objects):
        if o"'!=ob:bpy.data.objects.remove(o,do_unlink=True)
    lo,hi=bounds(ob); center=(lo+hi)/2
    ground=mat('"'Preview ground',(.105,.125,.14) if not water else (.045,.20,.22),.85 if not water else .26,0,'stone' if not water else 'paint')
    box('Preview ground',(0,0,-.045),(150,150,.08),ground,0)
    grid=mat('Scale grid',(.27,.30,.31),.9)
    for axis in [0,1]:
        for offset in [-1,1]:
            loc=[0,0,.003]; loc[axis]=offset
            size=[2.012,.012,.004] if axis==1 else [.012,2.012,.004]
            box('Two metre outline',loc,size,grid,0)
    bpy.ops.object.light_add(type='AREA',location=( -3,-4,10)); key=bpy.context.object; key.data.energy=1700; key.data.shape='DISK'; key.data.size=7
    key.rotation_euler=(Vector((0,0,0))-key.location).to_track_quat('-Z','Y').to_euler()
    bpy.ops.object.light_add(type='SUN',location=(4,1,8)); sun=bpy.context.object; sun.data.energy=1.5; sun.data.angle=.18; sun.rotation_euler=(.35,-.4,-.5)
    bpy.ops.object.camera_add(); cam=bpy.context.object; s.camera=cam; cam.data.type='ORTHO'
    d=Vector((1,0,.06)).normalized() if side else Vector((.57,-.82,math.tan(math.radians(55)))).normalized()
    cam.location=center+d*40; cam.rotation_euler=(center-cam.location).to_track_quat('-Z','Y').to_euler()
    inv=cam.rotation_euler.to_matrix().transposed(); pts=[inv@(Vector(v)-center) for v in ob.bound_box]
    aspect=s.render.resolution_x/s.render.resolution_y
    cam.data.ortho_scale=max(max(p.x for p in pts)-min(p.x for p in pts),(max(p.y for p in pts)-min(p.y for p in pts))*aspect)*1.25
    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else .8)
    s.render.film_transparent=False

def render(ob,slug,side=False,clay=False):
    stage(ob,side,slug.startswith('raft') or slug=='lily-pad')
    s=bpy.context.scene
    if clay:s.view_layers[0].material_override=mat('Clay',(.45,.45,.45),.75)
    s.render.filepath=str(OUT/(slug+('-clay' if clay else '-side' if side else '')+'.png')); bpy.ops.render.render(write_still=True)
    s.view_layers[0].material_override=None

def export_validate(ob,slug):
    bpy.ops.object.select_all(action='DESELECT'); ob.select_set(True); bpy.context.view_layer.objects.active=ob
    bpy.ops.object.transform_apply(location=True,rotation=True,scale=True)
    path=OUT/(slug+'.glb'); bpy.ops.export_scene.gltf(filepath=str(path),export_format='GLB',use_selection=True,export_yup=True,export_apply=True,export_cameras=False,export_lights=False,export_image_format='AUTO')
    bpy.ops.wm.read_factory_settings(use_empty=True); bpy.ops.import_scene.gltf(filepath=str(path))
    obs=list(bpy.context.scene.objects); assert len(obs)==1 and obs[0].type=='MESH',[(x.name,x.type) for x in obs]
    ob=obs[0];lo,hi=bounds(ob); size=[hi.x-lo.x,hi.y-lo.y,hi.z-lo.z]
    assert all(abs(a-b)<b*.1 for a,b in zip(size,SPEC[slug][0])),size
    assert abs(lo.z)<.0001 and abs(lo.x+hi.x)<.0001 and abs(lo.y+hi.y)<.0001,(list(lo),list(hi))
    assert ob.location.length<.0001,list(ob.location)
    ob.data.calc_loop_triangles();tri=len(ob.data.loop_triangles); assert tri<=SPEC[slug][1],(slug,tri)
    names=[m.name for m in ob.data.materials]; assert len(names)<=4 and names[0]=='Body',names
    assert all(n in ['Body','Glass','Glow'] for n in names),names
    assert path.stat().st_size<=SPEC[slug][2],path.stat().st_size
    report={'slug':slug,'glb':slug+'.glb','size_m':[round(v,5) for v in size],'tris':tri,'materials':names}
    (OUT/(slug+'-validation.json')).write_text(json.dumps({**report,'bytes':path.stat().st_size,'bounds_blender':[list(lo),list(hi)],'origin':list(ob.location),'mesh_objects':1,'fresh_import':True},indent=2))
    manifest=OUT/'street.json'; rows=json.loads(manifest.read_text()) if manifest.exists() else [];rows=[r for r in rows if r['slug']"'!=slug]+[report];rows.sort(key=lambda r:list(SPEC).index(r['"'slug']));manifest.write_text(json.dumps(rows,indent=2))
    print('VALIDATED',json.dumps(report),flush=True)
    # Setup render configuration again while retaining only the actual round-tripped mesh.
    saved=ob.copy();saved.data=ob.data.copy();saved.use_fake_user=True; saved.data.use_fake_user=True
    # Cannot factory reset here (would erase the mesh): explicitly configure scene.
    s=bpy.context.scene;s.render.engine='CYCLES';s.cycles.samples=32;s.cycles.use_denoising=True
    try:s.cycles.device='GPU'
    except:pass
    s.render.resolution_x=s.render.resolution_y=800;s.render.resolution_percentage=100;s.render.image_settings.file_format='PNG';s.view_settings.view_transform='AgX'
    s.world=bpy.data.worlds.new('Soft daylight');s.world.use_nodes=True;s.world.node_tree.nodes['Background'].inputs[0].default_value=(.65,.73,.85,1);s.world.node_tree.nodes['Background'].inputs[1].default_value=.55
    global MATS;MATS={}
    render(ob,slug);render(ob,slug,side=True)
    return report

BUILDERS={'street-sweeper':sweeper}
def main():
    args=sys.argv[sys.argv.index('--')+1:] if '--' in sys.argv else ['all']
    slugs=list(BUILDERS) if not args or args[0]=='all' else args
    for slug in slugs:
        setup();BUILDERS[slug]();ob=assemble(slug);render(ob,slug,clay=True)
        # Remove preview stage before baking.
        for o in list(bpy.context.scene.objects):
            if o"'!=ob:bpy.data.objects.remove(o,do_unlink=True)
        bpy.context.view_layer.objects.active=ob;ob.select_set(True);bake(ob,slug);export_validate(ob,slug)
        print('"'DELIVERED',slug,flush=True)
if __name__=='__main__':main()
PY
python3 -m py_compile build_street.py
cat > ART-DIRECTION.md <<'EOF'
Hop City street pack — started 12 October 2026, 19:44 CEST; hard stop 20:57 CEST.
Original generic assets. Authored metres, Blender Z up/front -Y; exported glTF Y up/front +Z.
Reference: city-look.png. Real proportions with clean toy-like readability, chamfers and silhouette detail.
All ten pieces, in requested order. Per-piece game camera: orthographic 55 degrees down, front three-quarter; side orthographic. 800 square Cycles previews and 1600x800 lineup.
Budget: sweeper 5000 triangles/600KB, tram 7000/900KB, rafts 2500/600KB, lily/donut 1200/600KB, signal/bench/hedge 2000/600KB. One mesh, at most four materials. Body uses 512px base and packed roughness/metallic, original procedural source baked in Cycles. Glass and Glow remain simple PBR.
Three revisions maximum per piece; exported GLB is freshly re-imported before its final previews and bounds/material/triangle validation. Runtime integration belongs to the requesting game integrator; offline previews are not runtime FPS evidence.
EOF
timeout 30 scp build_street.py gex44:/root/hop-street/build_street.py
timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-street/build_street.py -- street-sweeper > street-sweeper-build.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
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/bin/bash -lc 'tail -n 12 street-sweeper-build.log; TZ=Europe/Paris date' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
19:46:58 | INFO: Starting glTF 2.0 export
19:46:58 | INFO: Extracting primitive: Cube
19:46:58 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
19:46:58 | INFO: Primitives created: 3
19:46:58 | INFO: Finished glTF 2.0 export in 0.01399540901184082 s

19:46:58 | INFO: Data are loaded, start creating Blender stuff
19:46:58 | INFO: Blender create Mesh node Cube
19:46:58 | INFO: glTF import finished in 0.01s
VALIDATED {"slug": "street-sweeper", "glb": "street-sweeper.glb", "size_m": [2.0, 5.0, 2.7], "tris": 4540, "materials": ["Body", "Glass", "Glow"]}
/root/hop-street/build_street.py:263: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  s.world=bpy.data.worlds.new('Soft daylight');s.world.use_nodes=True;s.world.node_tree.nodes['Background'].inputs[0].default_value=(.65,.73,.85,1);s.world.node_tree.nodes['Background'].inputs[1].default_value=.55
Mon Oct 12 19:47:00 CEST 2026

 succeeded in 16135ms:
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exec
/bin/bash -lc "timeout 30 scp 'gex44:/root/hop-street/street-sweeper*' .; timeout 30 scp gex44:/root/hop-street/street.json ." in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 3784ms:
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exec
/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py "$PWD/street-sweeper.glb" --strict' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 exited 1 in 91ms:
{
  "file": "street-sweeper.glb",
  "sha256": "7519d5e691c8a1e6f7c986bf7d4d6882512099ff049ca9938b5df09a11457627",
  "bytes": 473660,
  "primitive_count": 3,
  "material_count": 3,
  "embedded_images": 2,
  "external_uris": [],
  "primitives": [
    {
      "mesh": "Cube",
      "primitive": 0,
      "triangles": 4384,
      "zero_area_triangles": 80,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Cube",
      "primitive": 1,
      "triangles": 8,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Cube",
      "primitive": 2,
      "triangles": 148,
      "zero_area_triangles": 32,
      "nonfinite_attribute_components": 0
    }
  ],
  "duplicate_primitives": [],
  "note": "Mesh-local counts, before node transforms/instances. Degenerate threshold: cross-product magnitude < 1e-12 in asset units squared. Not a source-topology or visual-quality verdict.",
  "triangles": 4540,
  "zero_area_triangles": 112,
  "nonfinite_attribute_components": 0,
  "findings": [
    "zero_area_triangles"
  ]
}

codex
The sweeper’s first renders read well from above, and its imported dimensions are exactly 2 × 5 × 2.7 m. The mesh audit caught degenerate triangles on some bevels; I’m removing those before delivery.

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exec
/bin/bash -lc "python3 - <<'PY'
p='build_street.py'
s=open(p).read().replace(\"bmesh.ops.recalc_face_normals(bm,faces=bm.faces); bm.to_mesh(ob.data); bm.free()\",\"bmesh.ops.recalc_face_normals(bm,faces=bm.faces); bmesh.ops.triangulate(bm,faces=list(bm.faces)); bad=[f for f in bm.faces if f.calc_area()<1e-10]; bmesh.ops.delete(bm,geom=bad,context='FACES'); bm.to_mesh(ob.data); bm.free()\")
open(p,'w').write(s)
PY
timeout 30 scp build_street.py gex44:/root/hop-street/build_street.py
timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-street/build_street.py -- street-sweeper > street-sweeper-build.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 15555ms:
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/bin/bash -lc "cat > /tmp/hop-tram-function.txt <<'PY'
def tram():
    cream=mat('Warm cream',(.83,.77,.57),.42,.08,'paint'); teal=mat('Deep teal',(.025,.36,.33),.35,.18,'paint')
    rubber=mat('Tram rubber',(.018,.026,.028),.8); metal=mat('Tram steel',(.28,.33,.34),.34,.72)
    windows=mat('Tram window backing',(.025,.07,.085),.28,.18); glass,glow=special()
    gp=glow.node_tree.nodes.get('Principled BSDF');gp.inputs['Base Color'].default_value=(1,.88,.56,1);gp.inputs['Emission Color'].default_value=(1,.8,.42,1)
    def shell(name,sections,m):
        verts=[]
        for y,w,b,t in sections:
            c=.14; verts.extend([(-w/2+c,y,b), (w/2-c,y,b),(w/2,y,b+c),(w/2,y,t-.22),(w/2-.2,y,t),(-w/2+.2,y,t),(-w/2,y,t-.22),(-w/2,y,b+c)])
        faces=[tuple(range(7,-1,-1)),tuple(range(len(verts)-8,len(verts)))]
        for k in range(len(sections)-1):
            for i in range(8):faces.append((k*8+i,k*8+(i+1)%8,(k+1)*8+(i+1)%8,(k+1)*8+i))
        return mesh(name,verts,faces,m)
    for sign in [-1,1]:
        # Ends taper into a short raked nose; broad parallel passenger saloon.
        secs=[(.37,2.22,.42,2.79),(6.94,2.22,.42,2.79),(7.64,1.96,.45,2.66),(8,1.54,.65,2.31)]
        secs=[(sign*y,w,b,t) for y,w,b,t in secs]
        shell('Cream articulated saloon',secs,cream)
        shell('Teal low floor skirt',[(sign*y,w+.015,b,.88) for y,w,b,t in [( .4,2.22,.34,0),(6.94,2.22,.34,0),(7.67,1.95,.45,0),(8.01,1.54,.65,0)]],teal)
        shell('Teal roof cap',[(sign*y,w,2.65,t) for y,w,b,t in [( .40,2.17,0,2.90),(6.86,2.17,0,2.90),(7.5,1.90,0,2.74)]],teal)
        for x in [-1.119,1.119]:
            for y in [1.22,2.5,4.92,6.13]:
                box('Window rubber gasket',(x,sign*y,1.9),(.022,1.09,1.14),rubber,.045)
                box('Window inner dark',(x*1.009,sign*y,1.9),(.012,.99,1.04),windows,.025)
                box('Large passenger Glass',(x*1.018,sign*y,1.9),(.009,.99,1.04),glass,.025)
            # Two broad sliding doors with a centre split, both sides.
            box('Door frame',(x,sign*3.72,1.43),(.025,1.20,2.02),teal,.02)
            for off in [-.286,.286]:
                box('Door glazing',(x*1.015,sign*3.72+off,1.67),(.024,.52,1.46),windows,.025)
                box('Door Glass',(x*1.03,sign*3.72+off,1.67),(.012,.49,1.42),glass,.02)
                box('Door cream sill',(x*1.02,sign*3.72+off,.72),(.022,.52,.26),cream,.01)
            box('Door threshold',(x*1.028,sign*3.72,.40),(.075,1.19,.09),metal,.01)
        # Raked, wide driver windshield across the chamfered nose.
        pts=[(-.67,sign*8.012,1.28),(.67,sign*8.012,1.28),(.89,sign*7.61,2.51),(-.89,sign*7.61,2.51)]
        mesh('Driver window',pts,[(0,1,2,3)],windows)
        mesh('Driver Glass',[(x,y+sign*.012,z) for x,y,z in pts],[(0,1,2,3)],glass)
        rod('Driver wiper',(-.04,sign*8.035,1.32),(.4,sign*7.89,1.86),.016,rubber,6)
        for x in [-.58,.58]:
            box('Front light black bezel',(x,sign*7.994,1.00),(.28,.06,.18),rubber,.04)
            box('End headlight',(x,sign*8.03,1.015),(.19,.027,.08),glow,.025)
        box('Nose buffer',(0,sign*8.025,.69),(1.12,.11,.12),rubber,.035)
        for y in [1.42,6.10]:
            box('Bogie frame',(0,sign*y,.36),(1.71,1.25,.28),rubber,.04)
            for x in [-.94,.94]:
                for off in [-.36,.36]:
                    cyl('Rail wheel',(x,sign*y+off,.31),.31,.16,rubber,12,'X')
                    cyl('Wheel alloy inset',(x+( .09 if x>0 else -.09),sign*y+off,.31),.17,.025,metal,12,'X')
        box('Roof AC pod',(0,sign*4.32,2.99),(1.25,1.63,.18),teal,.07)
        for y in [3.78,3.95,4.12,4.29,4.46,4.63,4.80]:box('Roof cooling grille',(0,sign*y,3.087),(.90,.042,.012),rubber,.003)
    # Flexible accordion connector, visibly separate from the saloons.
    box('Articulation inner',(0,0,1.58),(1.89,.83,2.23),rubber,.12)
    for y in [-.30,-.20,-.10,0,.10,.20,.30]:
        for x in [-1.02,1.02]:box('Accordion side fold',(x,y,1.59),(.08,.047,2.07),rubber,.02)
        box('Accordion roof fold',(0,y,2.65),(2.05,.047,.08),rubber,.02)
    # Low diamond pantograph, readable as a diamond from the high camera.
    box('Pantograph base',(0,-1.7,2.93),(1.0,1.35,.12),rubber,.03)
    for x in [-.32,.32]:
        rod('Pantograph lower', (x,-2.17,3.0),(x,-1.55,3.34),.027,metal)
        rod('Pantograph upper', (x,-1.55,3.34),(x,-.95,3.05),.027,metal)
    rod('Collector contact',(-.73,-1.55,3.35),(.73,-1.55,3.35),.045,rubber)
    for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
PY
python3 - <<'PY'
p='build_street.py';s=open(p).read();f=open('/tmp/hop-tram-function.txt').read();s=s.replace(\"BUILDERS={'street-sweeper':sweeper}\",f+\"\\nBUILDERS={'street-sweeper':sweeper,'tram':tram}\");open(p,'w').write(s)
PY
python3 -m py_compile build_street.py
TZ=Europe/Paris date" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
Mon Oct 12 19:48:40 CEST 2026

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/bin/bash -lc "timeout 30 scp 'gex44:/root/hop-street/street-sweeper*' .; timeout 30 scp gex44:/root/hop-street/street.json ." in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
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/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py "$PWD/street-sweeper.glb" --strict > street-sweeper-audit.json; cat street-sweeper-audit.json; timeout 30 scp build_street.py gex44:/root/hop-street/build_street.py; timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-street/build_street.py -- tram > tram-build.log 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
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codex
[street-sweeper.glb](/home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1/street-sweeper.glb) is ready: 4,428 triangles, 470 KB, with Body, Glass and Glow materials. Fresh-import checks and the mesh audit pass, and both 800 px previews are beside it. I’m building the articulated cream-and-teal tram now.

 succeeded in 31707ms:
{
  "file": "street-sweeper.glb",
  "sha256": "f49dc3cfdf14cdea5011de9de945fce7fad6fa2eaf1a7a4b5827a69e518dd8f8",
  "bytes": 470076,
  "primitive_count": 3,
  "material_count": 3,
  "embedded_images": 2,
  "external_uris": [],
  "primitives": [
    {
      "mesh": "Cube",
      "primitive": 0,
      "triangles": 4304,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Cube",
      "primitive": 1,
      "triangles": 8,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Cube",
      "primitive": 2,
      "triangles": 116,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    }
  ],
  "duplicate_primitives": [],
  "note": "Mesh-local counts, before node transforms/instances. Degenerate threshold: cross-product magnitude < 1e-12 in asset units squared. Not a source-topology or visual-quality verdict.",
  "triangles": 4428,
  "zero_area_triangles": 0,
  "nonfinite_attribute_components": 0,
  "findings": []
}

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/bin/bash -lc "cat > /tmp/hop-rafts-function.txt <<'PY'
def tube_path(name,points,r,m,sides=6):
    verts=[]
    for i,p in enumerate(points):
        p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
        verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
    faces=[]
    for i in range(len(points)-1):
        for j in range(sides):faces.append((i*sides+j,i*sides+(j+1)%sides,(i+1)*sides+(j+1)%sides,(i+1)*sides+j))
    faces.extend([tuple(range(sides-1,-1,-1)),tuple(range(len(verts)-sides,len(verts)))])
    return mesh(name,verts,faces,m,True)

def raft(length):
    wood=mat('Honey deck',(.40,.205,.071),.77,0,'wood'); pale=mat('Sun bleached deck',(.50,.29,.12),.8,0,'wood')
    bark=mat('Warm log bark',(.22,.105,.035),.91,0,'wood'); end=mat('Log end grain',(.47,.29,.12),.88,0,'wood')
    rope=mat('Hemp rope',(.60,.44,.23),.9,0,'wood'); nail=mat('Iron pegs',(.07,.065,.051),.58,.5)
    for y in [-.56,.56]:
        cyl('Buoyant whole log',(0,y,.12),.12,length-.05,bark,14,'X')
        for sign in [-1,1]:
            cyl('Sawn log end',(sign*(length/2-.023),y,.12),.103,.01,end,14,'X')
            torus('Growth ring',(sign*(length/2-.017),y,.12),.067,.005,bark,12,4,(0,math.pi/2,0))
    n=round(length/.34); step=(length-.18)/n
    for i in range(n):
        x=-length/2+.09+step*(i+.5); z=.265+random.uniform(-.007,.007)
        o=box('Individual deck plank',(x,random.uniform(-.012,.012),z),(step-.022,1.76-random.uniform(0,.045),.095),pale if i%4==0 else wood,.013)
        o.rotation_euler.z=random.uniform(-.008,.008)
    for x in [-length/2+.4,length/2-.4]:
        # Continuous rope lash passes over deck and under supporting logs.
        pts=[(x,-.76,.327),(x,.76,.327),(x,.77,.12),(x,.6,.035),(x,-.6,.035),(x,-.77,.12),(x,-.76,.327)]
        tube_path('Deck cross lashing',pts,.025,rope,6)
        # A visible knot at the bankward edge.
        torus('Lashing knot',(x,-.70,.34),.047,.017,rope,10,5)
    # Small rope coil gives the rafts a warm top-read without obstructing hops.
    turns=2.1 if length==4 else 2.8; points=[]
    for i in range(56):
        t=i/55; a=t*turns*2*math.pi; r=.06+.15*t
        points.append((length/2-.77+r*math.cos(a),.37+r*math.sin(a),.349))
    tube_path('Coiled mooring rope',points,.019,rope,5)
    tube_path('Loose rope end',[(length/2-.60,.38,.35),(length/2-.45,.23,.35),(length/2-.35,.13,.345)],.019,rope,5)
    if length>4:
        # A low wooden supply crate at one edge, within the 45 cm total height.
        cx=-length/2+.8;cy=.46
        box('Low supply crate',(cx,cy,.348),(.57,.58,.19),wood,.02)
        for off in [-.18,0,.18]:box('Crate lid plank',(cx+off,cy,.451),(.167,.58,.024),pale,.004)
        for x in [cx-.21,cx+.21]:box('Crate band',(x,cy,.466),(.037,.61,.019),bark,.004)
        for y in [cy-.30,cy+.30]:
            for x in [cx-.23,cx+.23]:box('Crate corner batten',(x,y,.354),(.04,.022,.20),pale,.004)
PY
python3 - <<'PY'
p='build_street.py';s=open(p).read();f=open('/tmp/hop-rafts-function.txt').read();s=s.replace(\"BUILDERS={'street-sweeper':sweeper,'tram':tram}\",f+\"\\nBUILDERS={'street-sweeper':sweeper,'tram':tram,'raft-2':lambda:raft(4),'raft-3':lambda:raft(6),'raft-4':lambda:raft(8)}\");open(p,'w').write(s)
PY
TZ=Europe/Paris date; tail -n 8 tram-build.log" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
Mon Oct 12 19:49:48 CEST 2026
VALIDATED {"slug": "tram", "glb": "tram.glb", "size_m": [2.3, 16.0, 3.3], "tris": 6616, "materials": ["Body", "Glass", "Glow"]}
/root/hop-street/build_street.py:263: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  s.world=bpy.data.worlds.new('Soft daylight');s.world.use_nodes=True;s.world.node_tree.nodes['Background'].inputs[0].default_value=(.65,.73,.85,1);s.world.node_tree.nodes['Background'].inputs[1].default_value=.55
00:23.498  render           | Saved: '/root/hop-street/tram.png'
00:28.880  render           | Saved: '/root/hop-street/tram-side.png'
DELIVERED tram

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/bin/bash -lc "timeout 30 scp 'gex44:/root/hop-street/tram*' .; timeout 30 scp gex44:/root/hop-street/street.json ." in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 3696ms:
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/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py "$PWD/tram.glb" --strict > tram-audit.json; cat tram-audit.json; python3 -m py_compile build_street.py; timeout 30 scp build_street.py gex44:/root/hop-street/build_street.py; timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-street/build_street.py -- raft-2 > raft-2-build.log 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 24213ms:
{
  "file": "tram.glb",
  "sha256": "c9e359110975bce71347d8e5039adca79be80a9df0a31610a522281efec244fa",
  "bytes": 609808,
  "primitive_count": 3,
  "material_count": 3,
  "embedded_images": 2,
  "external_uris": [],
  "primitives": [
    {
      "mesh": "Cream articulated saloon",
      "primitive": 0,
      "triangles": 5828,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Cream articulated saloon",
      "primitive": 1,
      "triangles": 676,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    },
    {
      "mesh": "Cream articulated saloon",
      "primitive": 2,
      "triangles": 112,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    }
  ],
  "duplicate_primitives": [],
  "note": "Mesh-local counts, before node transforms/instances. Degenerate threshold: cross-product magnitude < 1e-12 in asset units squared. Not a source-topology or visual-quality verdict.",
  "triangles": 6616,
  "zero_area_triangles": 0,
  "nonfinite_attribute_components": 0,
  "findings": []
}

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/bin/bash -lc "python3 - <<'PY'
p='build_street.py';s=open(p).read();s=s.replace(\"pts=[(-.67,sign*8.012,1.28),(.67,sign*8.012,1.28),(.89,sign*7.61,2.51),(-.89,sign*7.61,2.51)]\",\"pts=[(-.67,sign*8.032,1.28),(.67,sign*8.032,1.28),(.67,sign*8.032,2.21),(-.67,sign*8.032,2.21)]\")
s=s.replace(\"rod('Driver wiper',(-.04,sign*8.035,1.32),(.4,sign*7.89,1.86),.016,rubber,6)\",\"rod('Driver wiper',(-.04,sign*8.057,1.32),(.4,sign*8.057,1.86),.016,rubber,6)\\n        for sx in [-1,1]:\\n            pts=[(sx*1.077,sign*7.23,1.29),(sx*.91,sign*7.80,1.29),(sx*.91,sign*7.80,2.21),(sx*1.077,sign*7.23,2.43)]\\n            mesh('Cab wraparound dark',pts,[(0,1,2,3)],windows)\\n            mesh('Cab wraparound Glass',[(x+sx*.012,y,z) for x,y,z in pts],[(0,1,2,3)],glass)\")
s=s.replace('(150,150,.08)','(2000,2000,.08)')
open(p,'w').write(s)
PY
TZ=Europe/Paris date; tail -n 8 raft-2-build.log" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
Mon Oct 12 19:50:33 CEST 2026
VALIDATED {"slug": "raft-2", "glb": "raft-2.glb", "size_m": [4.0, 1.8, 0.45], "tris": 2166, "materials": ["Body"]}
/root/hop-street/build_street.py:263: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  s.world=bpy.data.worlds.new('Soft daylight');s.world.use_nodes=True;s.world.node_tree.nodes['Background'].inputs[0].default_value=(.65,.73,.85,1);s.world.node_tree.nodes['Background'].inputs[1].default_value=.55
00:13.601  render           | Saved: '/root/hop-street/raft-2.png'
00:21.637  render           | Saved: '/root/hop-street/raft-2-side.png'
DELIVERED raft-2

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/bin/bash -lc "timeout 30 scp 'gex44:/root/hop-street/raft-2*' .; timeout 30 scp gex44:/root/hop-street/street.json .; timeout 30 scp build_street.py gex44:/root/hop-street/build_street.py; timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-street/build_street.py -- tram > tram-build.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
codex
The tram’s two-section silhouette and roof equipment are working. The render exposed a windshield sitting inside the nose, so I’m correcting it before delivery. The 4 m raft has also passed its size and triangle checks; I’m reviewing its renders now.

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/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py "$PWD/raft-2.glb" --strict > raft-2-audit.json; cat raft-2-audit.json' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 7ms:
{
  "file": "raft-2.glb",
  "sha256": "9a5f75069d91f543378628a03329bc6c577313b553172d5a4f69a8dd29e570a0",
  "bytes": 429496,
  "primitive_count": 1,
  "material_count": 1,
  "embedded_images": 2,
  "external_uris": [],
  "primitives": [
    {
      "mesh": "Cylinder",
      "primitive": 0,
      "triangles": 2166,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    }
  ],
  "duplicate_primitives": [],
  "note": "Mesh-local counts, before node transforms/instances. Degenerate threshold: cross-product magnitude < 1e-12 in asset units squared. Not a source-topology or visual-quality verdict.",
  "triangles": 2166,
  "zero_area_triangles": 0,
  "nonfinite_attribute_components": 0,
  "findings": []
}

 succeeded in 32821ms:
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/bin/bash -lc "python3 - <<'PY'
p='build_street.py';s=open(p).read();s=s.replace(\"cam.data.type='ORTHO'\",\"cam.data.type='ORTHO'; cam.data.clip_end=3000\")
s=s.replace(\"d=Vector((1,0,.06)).normalized() if side else\", \"d=Vector((0,-1,.06) if ob.name.startswith('raft') else (1,0,.06)).normalized() if side else\")
s=s.replace(\"bark,12,4,(0,math.pi/2,0)\",\"bark,12 if length==4 else 8,4 if length==4 else 3,(0,math.pi/2,0)\")
s=s.replace(\"rope,10,5)\",\"rope,10 if length==4 else 8,5 if length==4 else 4)\")
s=s.replace(\"for i in range(56):\\n        t=i/55\", \"steps=56 if length==4 else 32\\n    for i in range(steps):\\n        t=i/(steps-1)\")
s=s.replace(\"points,.019,rope,5)\",\"points,.019,rope,5 if length==4 else 4)\")
s=s.replace(\"(.037,.61,.019),bark,.004)\",\"(.037,.61,.019),bark,0)\")
s=s.replace(\"(.04,.022,.20),pale,.004)\",\"(.04,.022,.20),pale,0)\")
open(p,'w').write(s)
PY" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
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/bin/bash -lc "timeout 30 scp 'gex44:/root/hop-street/tram*' .; timeout 30 scp gex44:/root/hop-street/street.json .; timeout 30 scp build_street.py gex44:/root/hop-street/build_street.py; timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-street/build_street.py -- raft-3 > raft-3-build.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
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/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py "$PWD/tram.glb" --strict > tram-audit.json; cat tram-validation.json; TZ=Europe/Paris date' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 10ms:
{
  "slug": "tram",
  "glb": "tram.glb",
  "size_m": [
    2.3,
    16.0,
    3.3
  ],
  "tris": 6632,
  "materials": [
    "Body",
    "Glass",
    "Glow"
  ],
  "bytes": 607260,
  "bounds_blender": [
    [
      -1.149999976158142,
      -8.0,
      0.0
    ],
    [
      1.149999976158142,
      8.0,
      3.3000001907348633
    ]
  ],
  "origin": [
    0.0,
    0.0,
    0.0
  ],
  "mesh_objects": 1,
  "fresh_import": true
}Mon Oct 12 19:51:36 CEST 2026

codex
Two more pieces are ready: [tram.glb](/home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1/tram.glb) at 6,632 triangles / 607 KB, and [raft-2.glb](/home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1/raft-2.glb) at 2,166 triangles / 429 KB. Both pass fresh-import and mesh audits. Their game and side previews are in the directory; the 6 m raft is building now.

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/bin/bash -lc "cat > /tmp/hop-small-functions.txt <<'PY'
def ellipsoid(name,loc,scale,m,segments=10,rings=5,rot=None):
    bpy.ops.mesh.primitive_uv_sphere_add(segments=segments,ring_count=rings,radius=1,location=loc);o=bpy.context.object;o.scale=scale
    if rot:o.rotation_euler=rot
    return finish_part(o,name,m,True)

def lily():
    green=mat('Lily green',(.10,.35,.045),.51,0,'leaf');edge=mat('Lily veins',(.21,.46,.072),.55)
    pink=mat('Lotus rose',(.95,.12,.38),.42,0,'paint');pink2=mat('Lotus inner blush',(1,.39,.56),.42);gold=mat('Flower pollen',(.95,.55,.02),.7)
    # Radial fan with a deep V notch in the +X edge, including a closed 2 cm rim.
    outline=[(.12,0)]
    for i in range(37):
        a=.24+i*(2*math.pi-.48)/36;r=.835*(1+.013*math.sin(a*5));outline.append((r*math.cos(a),r*math.sin(a)))
    n=len(outline);verts=[(0,0,.033)]+[(x,y,.021+.006*math.sin(i*.5)) for i,(x,y) in enumerate(outline)]+[(x,y,0) for x,y in outline]
    faces=[]
    for i in range(n):
        j=(i+1)%n;faces.append((0,i+1,j+1));faces.append((i+1,n+i+1,n+j+1,j+1))
    faces.append(tuple(range(2*n,n,-1)));mesh('Notched fleshy lily leaf',verts,faces,green,True)
    for a in [.45,1.05,1.65,2.30,2.90,3.5,4.15,4.8,5.45,5.85]:
        pts=[(.04*math.cos(a),.04*math.sin(a),.035),(.35*math.cos(a),.35*math.sin(a),.034),(.71*math.cos(a+.04),.71*math.sin(a+.04),.03)]
        tube_path('Leaf radial vein',pts,.0045,edge,4)
    cx,cy=-.43,.35
    for i in range(8):
        a=i*math.pi/4
        ellipsoid('Outer rose petal',(cx+.105*math.cos(a),cy+.105*math.sin(a),.068),(.105,.045,.035),pink,8,4,(0,-.22,a))
    for i in range(5):
        a=i*2*math.pi/5+.4
        ellipsoid('Inner pink petal',(cx+.047*math.cos(a),cy+.047*math.sin(a),.095),(.065,.031,.028),pink2,8,4,(0,-.25,a))
    ellipsoid('Golden flower centre',(cx,cy,.113),(.038,.038,.016),gold,8,4)

def donut():
    dough=mat('Baked golden dough',(.59,.265,.065),.79,0,'wood');icing=mat('Pink strawberry icing',(.95,.065,.31),.32,0,'paint')
    torus('Raised dough ring',(0,0,.097),.174,.097,dough,28,10)
    # Glossy icing shell with a varying scalloped drip edge, open hole remains real geometry.
    verts=[];N=28;K=6
    for i in range(N):
        a=i*2*math.pi/N
        outer=-.13-.16*(.5+.5*math.sin(5*a+1))**4
        inner=math.pi+.10+.12*math.sin(4*a)**2
        for j in range(K):
            t=outer+(inner-outer)*j/(K-1);r=.174+.099*math.cos(t)
            verts.append((r*math.cos(a),r*math.sin(a),.100+.10*math.sin(t)))
    faces=[]
    for i in range(N):
        for j in range(K-1):faces.append((i*K+j,((i+1)%N)*K+j,((i+1)%N)*K+j+1,i*K+j+1))
    mesh('Dripping pink icing',verts,faces,icing,True)
    colors=[(.97,.76,.06),(.10,.65,.80),(.93,.9,.71),(.40,.12,.70),(.25,.66,.13)]
    sprinkles=[mat('Sugar '+str(i),c,.47) for i,c in enumerate(colors)]
    for i in range(23):
        a=i*2.39996323;v=.48+(i%4)*.67;r=.174+.102*math.cos(v);z=.103+.104*math.sin(v)
        cx,cy=r*math.cos(a),r*math.sin(a);angle=a+(i%3)*.9
        rod('Candy sprinkle',(cx-.014*math.cos(angle),cy-.014*math.sin(angle),z),(cx+.014*math.cos(angle),cy+.014*math.sin(angle),z+.002),.0058,sprinkles[i%5],4)

def signal():
    black=mat('Signal charcoal',(.02,.028,.027),.52,.18,'paint');pole=mat('Green black post',(.044,.064,.055),.48,.42,'paint');metal=mat('Bell bronze',(.28,.235,.13),.36,.68,'paint')
    bolt=mat('Signal fittings',(.32,.36,.35),.36,.6);glow=mat('Glow',(.8,.009,.015),.25)
    p=glow.node_tree.nodes.get('Principled BSDF');p.inputs['Emission Color'].default_value=(1,.005,.009,1);p.inputs['Emission Strength'].default_value=3
    box('Foundation shoe',(0,0,.06),(.25,.25,.12),black,.02)
    cyl('Upright post',(0,.035,1.20),.045,2.35,pole,12)
    box('Twin red signal housing',(0,-.02,2.18),(.50,.17,.29),black,.045)
    for x in [-.128,.128]:
        cyl('Lamp bezel',(x,-.118,2.18),.097,.055,black,20,'Y')
        cyl('Red crossing lamp',(x,-.151,2.18),.073,.013,glow,20,'Y')
        # Sun hood, open lower half so the glowing disc is visible in gameplay.
        verts=[]
        for y in [-.12,-.25]:
            for i in range(9):
                a=i*math.pi/8;verts.append((x+.101*math.cos(a),y,2.18+.101*math.sin(a)))
        mesh('Lamp rain visor',verts,[(i,i+1,i+10,i+9) for i in range(8)],black)
    rod('Bell neck',(0,.035,2.29),(0,.035,2.48),.026,metal)
    cyl('Bell flare',(0,.035,2.46),.105,.115,metal,20,r2=.041)
    torus('Bell lower lip',(0,.035,2.405),.098,.009,metal,20,5)
    ellipsoid('Bell cap',(0,.035,2.525),(.048,.048,.044),metal,12,5)
    for x in [-.075,.075]:
        for y in [-.075,.075]:cyl('Foot mounting bolt',(x,y,.125),.015,.015,bolt,6)

def bench():
    green=mat('Park green enamel',(.024,.13,.067),.42,.42,'paint');wood=mat('Oiled oak slat',(.42,.20,.062),.61,0,'wood');wood2=mat('Oak slat variation',(.49,.26,.085),.62,0,'wood');bolt=mat('Bench screws',(.13,.14,.13),.4,.62)
    for i in range(5):
        box('Seat timber',(0,-.23+i*.109,.456),(1.8,.098,.047),wood2 if i%3==0 else wood,.012)
    for i in range(3):
        box('Backrest timber',(0,.287+i*.023,.615+i*.104),(1.8,.054,.087),wood2 if i==1 else wood,.012,(-.15,0,0))
    for x in [-.66,.66]:
        # Cast-metal shaped side frames, continuous legs and reclined back upright.
        tube_path('Front leg and seat rail',[(x,-.26,.045),(x,-.24,.32),(x,-.17,.425),(x,.25,.425),(x,.34,.85)],.031,green,8)
        tube_path('Rear splayed leg',[(x,.25,.425),(x,.31,.25),(x,.37,.045)],.034,green,8)
        tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
        for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
        for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)

def hedge():
    leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
    # Low hollow kerb, open soil inset. The foliage is rounded but retains a clipped block outline.
    box('Soil inset',(0,0,.095),(1.57,1.57,.15),soil,.03)
    for y in [-.835,.835]:box('Stone kerb',(0,y,.12),(1.80,.13,.24),stone,.025)
    for x in [-.835,.835]:box('Stone kerb',(x,0,.12),(.13,1.55,.24),stone,.025)
    # Rounded-box cage with deterministic leaf-scale dimples, rather than a stack of spheres.
    verts=[];faces=[];N=8
    # six sampled cube faces, each projected to a rounded rectangular shrub.
    for axis in range(3):
        for sign in [-1,1]:
            start=len(verts)
            for i in range(N+1):
                for j in range(N+1):
                    q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a"'!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                    v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
                    v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
            for i in range(N):
                for j in range(N):
                    a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
    o=mesh('"'Clipped rounded boxwood',verts,faces,leaf,True)
    o.data.materials.append(leaf2)
    for p in o.data.polygons:
        if random.random()<.20:p.material_index=1
    # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
    for i in range(35):
        a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77
        x,y=r*math.cos(a),r*math.sin(a)
        if abs(x)<.56:x*=1.25
        if abs(y)<.56:y*=1.25
        vv=[(x-.027,y,z),(x,y-.018,z+.026),(x+.028,y,z+.012),(x,y+.018,z-.014)]
        mesh('Edge leaf',vv,[(0,1,2),(0,2,3)],leaf2,True)
PY
python3 - <<'PY'
p='build_street.py';s=open(p).read();f=open('/tmp/hop-small-functions.txt').read();s=s.replace(\"BUILDERS={'street-sweeper'\",f+\"\\nBUILDERS={'street-sweeper'\");s=s.replace(\"'raft-4':lambda:raft(8)}\",\"'raft-4':lambda:raft(8),'lily-pad':lily,'donut':donut,'tram-signal':signal,'bench':bench,'hedge':hedge}\");open(p,'w').write(s)
PY
python3 -m py_compile build_street.py
TZ=Europe/Paris date; tail -n 5 raft-3-build.log" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
Mon Oct 12 19:53:02 CEST 2026
00:13.553  render           | Saved: '/root/hop-street/raft-3.png'
00:20.298  render           | Saved: '/root/hop-street/raft-3-side.png'
DELIVERED raft-3

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/bin/bash -lc "timeout 30 scp 'gex44:/root/hop-street/raft-3*' .; timeout 30 scp gex44:/root/hop-street/street.json .; timeout 30 scp build_street.py gex44:/root/hop-street/build_street.py; timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-street/build_street.py -- raft-4 > raft-4-build.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
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/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py "$PWD/raft-3.glb" --strict > raft-3-audit.json; cat raft-3-validation.json; command -v forge-agent; forge-agent run --help' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 141ms:
{
  "slug": "raft-3",
  "glb": "raft-3.glb",
  "size_m": [
    6.0,
    1.8,
    0.45
  ],
  "tris": 2110,
  "materials": [
    "Body"
  ],
  "bytes": 413004,
  "bounds_blender": [
    [
      -3.000000238418579,
      -0.9000000953674316,
      0.0
    ],
    [
      3.000000238418579,
      0.9000000953674316,
      0.45000001788139343
    ]
  ],
  "origin": [
    0.0,
    0.0,
    0.0
  ],
  "mesh_objects": 1,
  "fresh_import": true
}/home/claude-agent/bin/forge-agent
usage: forge-agent run [-h] --harness
                       {codex,codex-cli,claude,gemini,deepseek,unreal,gemini-proxy}
                       --model MODEL --purpose PURPOSE [--repo REPO] --task
                       TASK [--effort EFFORT] [--timeout TIMEOUT]
                       [--quality-profile {visual}]
                       [--quality-packet QUALITY_PACKET] [--jail]
                       [--allow-net {none,all,allowlist}]
                       [--data-class {synthetic,internal}] [--ro RO]

options:
  -h, --help            show this help message and exit
  --harness {codex,codex-cli,claude,gemini,deepseek,unreal,gemini-proxy}
                        codex = Unreal Agent on the Codex subscription
                        (default since 2026-09-23; Codex CLI with --jail);
                        codex-cli = the Codex CLI itself
  --model MODEL
  --purpose PURPOSE
  --repo REPO           required for --harness codex/claude/gemini/deepseek;
                        unused (no worktree) for gemini-proxy
  --task TASK
  --effort EFFORT       Codex or DeepSeek (medium maps to high on DeepSeek)
  --timeout TIMEOUT
  --quality-profile {visual}
                        DeepSeek only: bounded visual quality instructions
  --quality-packet QUALITY_PACKET
                        DeepSeek visual only: local JSON task packet (max 32
                        KiB)
  --jail                run the worker (codex/claude only) inside jail.py
                        containment (default OFF; opt in explicitly)
  --allow-net {none,all,allowlist}
                        --jail only: worker network mode (default 'all' --
                        codex/claude both need real model-API egress;
                        'allowlist' routes through the tinyproxy sidecar)
  --data-class {synthetic,internal}
                        --jail only: task data class; 'internal' is required
                        to use --ro
  --ro RO               --jail only, requires --data-class internal: extra
                        host path to mount read-only inside the jail;
                        repeatable

 succeeded in 24607ms:
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exec
/bin/bash -lc "timeout 30 scp 'gex44:/root/hop-street/raft-4*' .; timeout 30 scp gex44:/root/hop-street/street.json .; timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-street/build_street.py -- lily-pad > lily-pad-build.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
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/bin/bash -lc 'TZ=Europe/Paris date; tail -n 8 raft-4-build.log' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
Mon Oct 12 19:53:42 CEST 2026
VALIDATED {"slug": "raft-4", "glb": "raft-4.glb", "size_m": [8.0, 1.8, 0.45], "tris": 2374, "materials": ["Body"]}
/root/hop-street/build_street.py:263: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  s.world=bpy.data.worlds.new('Soft daylight');s.world.use_nodes=True;s.world.node_tree.nodes['Background'].inputs[0].default_value=(.65,.73,.85,1);s.world.node_tree.nodes['Background'].inputs[1].default_value=.55
00:13.844  render           | Saved: '/root/hop-street/raft-4.png'
00:18.977  render           | Saved: '/root/hop-street/raft-4-side.png'
DELIVERED raft-4

Blender quit

 succeeded in 16702ms:
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exec
/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py "$PWD/raft-4.glb" --strict > raft-4-audit.json; tail -n 8 lily-pad-build.log; git rev-parse --show-toplevel' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 13ms:
VALIDATED {"slug": "lily-pad", "glb": "lily-pad.glb", "size_m": [1.7, 1.7, 0.12], "tris": 1022, "materials": ["Body"]}
/root/hop-street/build_street.py:263: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  s.world=bpy.data.worlds.new('Soft daylight');s.world.use_nodes=True;s.world.node_tree.nodes['Background'].inputs[0].default_value=(.65,.73,.85,1);s.world.node_tree.nodes['Background'].inputs[1].default_value=.55
00:07.481  render           | Saved: '/root/hop-street/lily-pad.png'
00:12.243  render           | Saved: '/root/hop-street/lily-pad-side.png'
DELIVERED lily-pad

Blender quit
/home/claude-agent/forge-build/forge-assets

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/bin/bash -lc "rg 'ground|clip_end|d=Vector' build_street.py; timeout 30 ssh gex44 'sed -n \"197,210p\" /root/hop-street/build_street.py'" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 581ms:
    s.world.node_tree.nodes['Background'].inputs[0].default_value=(.65,.73,.85,1)
    s.world.node_tree.nodes['Background'].inputs[1].default_value=.55
    d=Vector(b)-Vector(a); o=cyl(name,(Vector(a)+Vector(b))/2,r,d.length,m,n); o.rotation_euler=d.to_track_quat('Z','Y').to_euler(); return o
    ground=mat('Preview ground',(.105,.125,.14) if not water else (.045,.20,.22),.85 if not water else .26,0,'stone' if not water else 'paint')
    box('Preview ground',(0,0,-.045),(2000,2000,.08),ground,0)
    bpy.ops.object.camera_add(); cam=bpy.context.object; s.camera=cam; cam.data.type='ORTHO'; cam.data.clip_end=3000
    d=Vector((0,-1,.06) if ob.name.startswith('raft') else (1,0,.06)).normalized() if side else Vector((.57,-.82,math.tan(math.radians(55)))).normalized()
    s.world=bpy.data.worlds.new('Soft daylight');s.world.use_nodes=True;s.world.node_tree.nodes['Background'].inputs[0].default_value=(.65,.73,.85,1);s.world.node_tree.nodes['Background'].inputs[1].default_value=.55
    t=nt.nodes.new('ShaderNodeTexImage'); t.image=images[0]; nt.links.new(t.outputs['Color'],p.inputs['Base Color'])
    t=nt.nodes.new('ShaderNodeTexImage'); t.image=images[1]; sep=nt.nodes.new('ShaderNodeSeparateColor'); nt.links.new(t.outputs['Color'],sep.inputs[0]); nt.links.new(sep.outputs['Green'],p.inputs['Roughness']); nt.links.new(sep.outputs['Blue'],p.inputs['Metallic'])
    keep=[body]+[m for m in mats if m.name in ('Glass','Glow')]
    mapping={i:(keep.index(m) if m in keep else 0) for i,m in enumerate(mats)}
    ids=[mapping[p.material_index] for p in ob.data.polygons]; ob.data.materials.clear()
    for m in keep:ob.data.materials.append(m)
    for p,i in zip(ob.data.polygons,ids):p.material_index=i
    s.cycles.samples=32

def stage(ob,side=False,water=False,wide=False):
    s=bpy.context.scene
    for o in list(s.objects):
        if o!=ob:bpy.data.objects.remove(o,do_unlink=True)
    lo,hi=bounds(ob); center=(lo+hi)/2

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/bin/bash -lc "timeout 30 scp 'gex44:/root/hop-street/lily-pad*' .; timeout 30 scp gex44:/root/hop-street/street.json .; timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-street/build_street.py -- donut > donut-build.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
codex
[raft-3.glb](/home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1/raft-3.glb) and [raft-4.glb](/home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1/raft-4.glb) are ready at 2,110 and 2,374 triangles. Both have rope lashings, a coil and a low crate, and stay within the 45 cm height. The lily pad and doughnut are next.

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exec
/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py "$PWD/lily-pad.glb" --strict > lily-pad-audit.json; cat lily-pad-audit.json; TZ=Europe/Paris date' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 2ms:
{
  "file": "lily-pad.glb",
  "sha256": "fd6dc2886b0fba64437ce64446a6ec8d7b6c6c853b38aa8716d812c84a7a8c54",
  "bytes": 257776,
  "primitive_count": 1,
  "material_count": 1,
  "embedded_images": 2,
  "external_uris": [],
  "primitives": [
    {
      "mesh": "Notched fleshy lily leaf",
      "primitive": 0,
      "triangles": 1022,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    }
  ],
  "duplicate_primitives": [],
  "note": "Mesh-local counts, before node transforms/instances. Degenerate threshold: cross-product magnitude < 1e-12 in asset units squared. Not a source-topology or visual-quality verdict.",
  "triangles": 1022,
  "zero_area_triangles": 0,
  "nonfinite_attribute_components": 0,
  "findings": []
}
Mon Oct 12 19:54:59 CEST 2026

 succeeded in 26198ms:
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exec
/bin/bash -lc "python3 - <<'PY'
p='build_street.py';s=open(p).read().replace(\"bpy.ops.wm.read_factory_settings(use_empty=True); PARTS=[]; MATS={}\",\"bpy.ops.wm.read_factory_settings(use_empty=True); PARTS=[]; MATS={}; random.seed(42)\")
s=s.replace(\"if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else .8)\",\"if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else .8)\\n    if side:cam.location=center+d*max(40,cam.data.ortho_scale*22)\")
s=s.replace(\"saved=ob.copy();saved.data=ob.data.copy();saved.use_fake_user=True; saved.data.use_fake_user=True\",\"# The imported object itself is the sole render subject.\")
s=s.replace(\"for m in keep:ob.data.materials.append(m)\",\"for m in keep:\\n        ob.data.materials.append(m)\\n        if m.name in ('Glass','Glow'):\\n            for node in list(m.node_tree.nodes):\\n                if node.type=='TEX_IMAGE':m.node_tree.nodes.remove(node)\")
open(p,'w').write(s)
PY" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
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exec
/bin/bash -lc "timeout 30 scp 'gex44:/root/hop-street/donut*' .; timeout 30 scp gex44:/root/hop-street/street.json .; timeout 30 scp build_street.py gex44:/root/hop-street/build_street.py; timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-street/build_street.py -- tram-signal > tram-signal-build.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 26899ms:
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exec
/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py "$PWD/donut.glb" --strict > donut-audit.json; cat donut-validation.json; timeout 30 ssh gex44 '"'python3 -c \"import PIL; print(PIL.__version__)\"'" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 687ms:
{
  "slug": "donut",
  "glb": "donut.glb",
  "size_m": [
    0.55,
    0.55,
    0.22
  ],
  "tris": 1116,
  "materials": [
    "Body"
  ],
  "bytes": 354792,
  "bounds_blender": [
    [
      -0.2750000059604645,
      -0.27500003576278687,
      0.0
    ],
    [
      0.2750000059604645,
      0.27500003576278687,
      0.2199999988079071
    ]
  ],
  "origin": [
    0.0,
    0.0,
    0.0
  ],
  "mesh_objects": 1,
  "fresh_import": true
}12.3.0

codex
[lily-pad.glb](/home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1/lily-pad.glb) is ready at 1,022 triangles, with the notch, veins and pink flower intact. The doughnut render revealed icing intersecting the dough at its edge; I’m fixing that and seating the sprinkles on the icing surface.

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/bin/bash -lc "python3 - <<'PY'
p='build_street.py';s=open(p).read();s=s.replace(\"(.59,.265,.065),.79,0,'wood'\",\"(.59,.265,.065),.79,0,'stone'\");s=s.replace(\"r=.174+.099*math.cos(t)\",\"r=.174+.108*math.cos(t)\");s=s.replace(\".100+.10*math.sin(t)\",\".100+.108*math.sin(t)\")
s=s.replace(\"mesh('Dripping pink icing',verts,faces,icing,True)\",\"frost=mesh('Dripping pink icing',verts,faces,icing,True)\\n    bpy.context.view_layer.update()\")
s=s.replace(\"r=.174+.102*math.cos(v);z=.103+.104*math.sin(v)\",\"r=.174+.104*math.cos(v);z=.103+.108*math.sin(v)\")
s=s.replace(\"rod('Candy sprinkle',(cx-.014*math.cos(angle),cy-.014*math.sin(angle),z),(cx+.014*math.cos(angle),cy+.014*math.sin(angle),z+.002),.0058,sprinkles[i%5],4)\",\"ends=[]\\n        for sign in [-1,1]:\\n            x=cx+sign*.014*math.cos(angle);y=cy+sign*.014*math.sin(angle)\\n            hit,loc,normal,idx=frost.ray_cast(Vector((x,y,1)),Vector((0,0,-1)))\\n            ends.append((x,y,loc.z+.003 if hit else z))\\n        rod('Candy sprinkle',ends[0],ends[1],.0058,sprinkles[i%5],4)\")
open(p,'w').write(s)
PY
TZ=Europe/Paris date; tail -n 7 tram-signal-build.log" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
Mon Oct 12 19:56:25 CEST 2026
/root/hop-street/build_street.py:268: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  s.world=bpy.data.worlds.new('Soft daylight');s.world.use_nodes=True;s.world.node_tree.nodes['Background'].inputs[0].default_value=(.65,.73,.85,1);s.world.node_tree.nodes['Background'].inputs[1].default_value=.55
00:14.379  render           | Saved: '/root/hop-street/tram-signal.png'
00:21.143  render           | Saved: '/root/hop-street/tram-signal-side.png'
DELIVERED tram-signal

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/bin/bash -lc "timeout 30 scp 'gex44:/root/hop-street/tram-signal*' .; timeout 30 scp gex44:/root/hop-street/street.json .; timeout 30 scp build_street.py gex44:/root/hop-street/build_street.py; timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-street/build_street.py -- donut > donut-build.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
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/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py "$PWD/tram-signal.glb" --strict > tram-signal-audit.json; cat tram-signal-validation.json; python3 - <<'"'PY'
import struct,json
b=open('street-sweeper.glb','rb').read();n=struct.unpack_from('<I',b,12)[0];d=json.loads(b[20:20+n]);print('nodes',d['nodes']);print('materials',[(m['name'],m.get('alphaMode'),m.get('pbrMetallicRoughness',{}).get('baseColorFactor'),m.get('emissiveFactor')) for m in d['materials']])
PY" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 46ms:
{
  "slug": "tram-signal",
  "glb": "tram-signal.glb",
  "size_m": [
    0.5,
    0.4,
    2.6
  ],
  "tris": 948,
  "materials": [
    "Body",
    "Glow"
  ],
  "bytes": 186944,
  "bounds_blender": [
    [
      -0.25,
      -0.19999998807907104,
      0.0
    ],
    [
      0.25,
      0.19999998807907104,
      2.6000001430511475
    ]
  ],
  "origin": [
    0.0,
    0.0,
    0.0
  ],
  "mesh_objects": 1,
  "fresh_import": true
}nodes [{'mesh': 0, 'name': 'street-sweeper'}]
materials [('Body', None, None, None), ('Glass', 'BLEND', [0.11999999731779099, 0.27000001072883606, 0.3199999928474426, 0.3499999940395355], None), ('Glow', None, [1, 0.47999998927116394, 0.05000000074505806, 1], [1, 0.3199999928474426, 0.02500000037252903])]

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p='build_street.py';s=open(p).read().replace(\"for y in [-.12,-.25]:\", \"for y in [-.12,-.148]:\");open(p,'w').write(s)
PY" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
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/bin/bash -lc "timeout 30 scp 'gex44:/root/hop-street/donut*' .; timeout 30 scp gex44:/root/hop-street/street.json .; timeout 30 scp build_street.py gex44:/root/hop-street/build_street.py; timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-street/build_street.py -- tram-signal > tram-signal-build.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
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/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py "$PWD/donut.glb" --strict > donut-audit.json; TZ=Europe/Paris date' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
Mon Oct 12 19:57:25 CEST 2026

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/bin/bash -lc "timeout 30 scp 'gex44:/root/hop-street/tram-signal*' .; timeout 30 scp gex44:/root/hop-street/street.json .; timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-street/build_street.py -- bench > bench-build.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
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/bin/bash -lc 'TZ=Europe/Paris date; tail -n 5 tram-signal-build.log' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
Mon Oct 12 19:57:38 CEST 2026
00:15.776  render           | Saved: '/root/hop-street/tram-signal.png'
00:21.992  render           | Saved: '/root/hop-street/tram-signal-side.png'
DELIVERED tram-signal

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/bin/bash -lc "cat > /tmp/hop-summary-functions.txt <<'PY'
DESCS={
 'street-sweeper':('Municipal chaser with hopper, front brushes and amber beacon','orange with white stripe'),
 'tram':('Two linked modern saloons, roof pantograph and end headlights','cream with teal roof/skirt'),
 'raft-2':('4 m plank raft on two logs, lashings and rope coil','warm honey wood'),
 'raft-3':('6 m plank raft on two logs, lashings, coil and low crate','warm honey wood'),
 'raft-4':('8 m plank raft on two logs, lashings, coil and low crate','warm honey wood'),
 'lily-pad':('Notched fleshy leaf with raised veins and pink flower','rich green and pink'),
 'donut':('Ring doughnut, scalloped icing and multicolour sugar sprinkles','strawberry pink and golden dough'),
 'tram-signal':('Twin red crossing lamps sharing Glow, rain hoods and bronze bell','charcoal, red and bronze'),
 'bench':('Slatted oak seat/back, curved metal armrests and splayed legs','warm oak and dark green'),
 'hedge':('Rounded clipped shrub inside an open low stone kerb','rich green and warm grey stone')}

def write_notes():
    rows=json.loads((OUT/'street.json').read_text())
    lines=['# Hop City street and canal pack','', 'Original generic designs, authored in Blender 5.2. Metres; GLB +Y up; front +Z. Rafts run along X. Origin is the footprint centre at the lowest point.','']
    for r in rows:
        desc,col=DESCS[r['slug']];lines.append(f\"- **{r['slug']}** — {desc}; {r['tris']:,} triangles; {col}.\")
    lines+=['','## Build and verification','',
      '"'`blender -b --python-exit-code 1 --python build_street.py -- all` rebuilds every asset from an empty scene, bakes and exports, re-imports each GLB into a fresh scene, checks bounds/origin/materials/triangles/file size, and renders the actual imported mesh. A slug instead of `all` builds only that asset. `lineup` only assembles the existing previews.'"',
      'Each asset has one mesh, one baked Body material, and optional Glass/Glow. Body has a 512×512 RGB albedo and a 512×512 packed roughness/metallic image (R=1, G=roughness, B=metallic). The exporter binds G/B as glTF metallicRoughnessTexture. Geometry carries bevels, leaf veins, planks, brush tufts and other silhouette detail. Glass is alpha BLEND at 0.35; Glow is untextured emission.',
      'Texture provenance: original Blender procedural nodes, baked with Cycles EMIT at 8 samples and 5 px dilation. No Poly Haven texture IDs used; no external image sources. Albedo contains material colour variation, not directional lighting. The packed map contains material roughness/metallic, not a baked AO pass. No normal map is needed for this low-poly geometry.',
      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; for the close-up doughnut it extends beyond the frame. Preview lights, cameras, ground and grid are not exported.',
      '"'`lineup.png` is a 1600×800 contact lineup of those same game-view renders, independently framed for readable comparison; the labels give real dimensions. It is not a common-scale scene. The lineup compositor uses system Python 3 with Pillow; all modeling, baking, export and rendering use bpy.'"',
      'Per-piece "'`*-validation.json` records the fresh Blender import. `*-audit.json` is the independent serialized-GLB audit (zero degenerate triangles, finite attributes, embedded textures). Runtime three.js draw calls and FPS are not measured by this asset worker.'"',
      '', '## What still looks weak','',
      '- The tram is deliberately economical: dark backed glass and no passenger interior, opening doors or animated pantograph.',
      '- The longer raft rope coils and the doughnut icing are visibly polygonal in extreme close-ups; they are designed for the stated phone-scale camera.',
      '- The hedge uses opaque modeled foliage with baked colour variation, not individual alpha-cutout leaves; its leaf detail is suggestive.',
      '- Signal lamps share one Glow material as requested, so alternating each lamp independently would need a runtime material/mesh split.',
      '- The 0.45 m raft height includes accessories: the longer rafts carry shallow crates to preserve the specified total bounds.',
      '- No in-game collision meshes, motion, sounds or integration code are included; this delivery is the static asset pack.', '']
    (OUT/'NOTES.md').write_text('\\n'.join(lines))

def lineup():
    import subprocess
    # Compose the actual Cycles renders; never substitute painted concept images.
    code=r'''
from PIL import Image,ImageDraw,ImageFont
from pathlib import Path
import sys,json
p=Path(sys.argv[1]);rows=json.loads((p/'street.json').read_text());out=Image.new('RGB',(1600,800),(27,34,38));d=ImageDraw.Draw(out)
try:
 f=ImageFont.truetype('/usr/share/fonts/truetype/dejavu/DejaVuSans.ttf',18);small=ImageFont.truetype('/usr/share/fonts/truetype/dejavu/DejaVuSans.ttf',13)
except OSError:f=ImageFont.load_default();small=f
for i,r in enumerate(rows):
 x=(i%5)*320;y=(i//5)*400
 im=Image.open(p/(r['slug']+'.png')).convert('RGB').resize((312,312),Image.Resampling.LANCZOS);out.paste(im,(x+4,y+4))
 d.text((x+13,y+328),r['slug'],font=f,fill=(238,239,230))
 dims=' x '.join(f'{v:g}' for v in r['size_m'])+' m'
 d.text((x+13,y+355),dims+'  |  '+str(r['tris'])+' tris',font=small,fill=(167,188,190))
 d.text((x+13,y+376),'55 degree game view',font=small,fill=(116,143,145))
out.save(p/'lineup.png')
'''
    subprocess.run(['/usr/bin/python3','-c',code,str(OUT)],check=True)
PY
python3 - <<'PY'
p='build_street.py';s=open(p).read();f=open('/tmp/hop-summary-functions.txt').read();s=s.replace('def main():',f+'\\ndef main():');s=s.replace(\"slugs=list(BUILDERS) if not args or args[0]=='all' else args\", \"if args and args[0]=='lineup':\\n        write_notes();lineup();return\\n    slugs=list(BUILDERS) if not args or args[0]=='all' else args\\n    if not args or args[0]=='all':(OUT/'street.json').write_text('[]')\")
s=s.replace(\"print('DELIVERED',slug,flush=True)\",\"write_notes();print('DELIVERED',slug,flush=True)\\n    if len(json.loads((OUT/'street.json').read_text()))==len(SPEC):lineup()\")
s=s.replace(\"ob=bpy.context.object; ob.name=slug\", \"ob=bpy.context.object; ob.name=slug; ob.data.name=slug\")
s=s.replace(\"mat('Scale grid',(.27,.30,.31),.9)\",\"mat('Scale grid',(.14,.17,.18),.9)\")
open(p,'w').write(s)
PY
python3 -m py_compile build_street.py
TZ=Europe/Paris date; tail -n 6 bench-build.log" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
Mon Oct 12 19:58:54 CEST 2026
  s.world=bpy.data.worlds.new('Soft daylight');s.world.use_nodes=True;s.world.node_tree.nodes['Background'].inputs[0].default_value=(.65,.73,.85,1);s.world.node_tree.nodes['Background'].inputs[1].default_value=.55
00:11.532  render           | Saved: '/root/hop-street/bench.png'
00:17.460  render           | Saved: '/root/hop-street/bench-side.png'
DELIVERED bench

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/bin/bash -lc "timeout 30 scp 'gex44:/root/hop-street/bench*' .; timeout 30 scp gex44:/root/hop-street/street.json .; timeout 30 scp build_street.py gex44:/root/hop-street/build_street.py; timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-street/build_street.py -- hedge > hedge-build.log 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
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/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py "$PWD/tram-signal.glb" --strict > tram-signal-audit.json; python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py "$PWD/bench.glb" --strict > bench-audit.json; cat bench-validation.json' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 150ms:
{
  "slug": "bench",
  "glb": "bench.glb",
  "size_m": [
    1.8,
    0.7,
    0.9
  ],
  "tris": 1068,
  "materials": [
    "Body"
  ],
  "bytes": 317416,
  "bounds_blender": [
    [
      -0.8999999761581421,
      -0.3499999940395355,
      0.0
    ],
    [
      0.8999999761581421,
      0.3499999940395355,
      0.9000000357627869
    ]
  ],
  "origin": [
    0.0,
    0.0,
    0.0
  ],
  "mesh_objects": 1,
  "fresh_import": true
}
 succeeded in 19197ms:
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/bin/bash -lc "TZ=Europe/Paris date; rg -n 'def tube_path|Underseat stretcher|def main' build_street.py" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
Mon Oct 12 20:01:09 CEST 2026
339:def tube_path(name,points,r,m,sides=6):
482:    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
574:def main():

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/bin/bash -lc "sed -n '330,360p' build_street.py; tail -15 hedge-build.log; timeout 60 scp 'gex44:/root/hop-street/hedge*' gex44:/root/hop-street/lineup.png gex44:/root/hop-street/NOTES.md gex44:/root/hop-street/street.json ." in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 6018ms:
        box('Accordion roof fold',(0,y,2.65),(2.05,.047,.08),rubber,.02)
    # Low diamond pantograph, readable as a diamond from the high camera.
    box('Pantograph base',(0,-1.7,2.93),(1.0,1.35,.12),rubber,.03)
    for x in [-.32,.32]:
        rod('Pantograph lower', (x,-2.17,3.0),(x,-1.55,3.34),.027,metal)
        rod('Pantograph upper', (x,-1.55,3.34),(x,-.95,3.05),.027,metal)
    rod('Collector contact',(-.73,-1.55,3.35),(.73,-1.55,3.35),.045,rubber)
    for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)

def tube_path(name,points,r,m,sides=6):
    verts=[]
    for i,p in enumerate(points):
        p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
        verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
    faces=[]
    for i in range(len(points)-1):
        for j in range(sides):faces.append((i*sides+j,i*sides+(j+1)%sides,(i+1)*sides+(j+1)%sides,(i+1)*sides+j))
    faces.extend([tuple(range(sides-1,-1,-1)),tuple(range(len(verts)-sides,len(verts)))])
    return mesh(name,verts,faces,m,True)

def raft(length):
    wood=mat('Honey deck',(.40,.205,.071),.77,0,'wood'); pale=mat('Sun bleached deck',(.50,.29,.12),.8,0,'wood')
    bark=mat('Warm log bark',(.22,.105,.035),.91,0,'wood'); end=mat('Log end grain',(.47,.29,.12),.88,0,'wood')
    rope=mat('Hemp rope',(.60,.44,.23),.9,0,'wood'); nail=mat('Iron pegs',(.07,.065,.051),.58,.5)
    for y in [-.56,.56]:
        cyl('Buoyant whole log',(0,y,.12),.12,length-.05,bark,14,'X')
        for sign in [-1,1]:
            cyl('Sawn log end',(sign*(length/2-.023),y,.12),.103,.01,end,14,'X')
            torus('Growth ring',(sign*(length/2-.017),y,.12),.067,.005,bark,12 if length==4 else 8,4 if length==4 else 3,(0,math.pi/2,0))
    n=round(length/.34); step=(length-.18)/n
19:59:03 | WARNING: More than one shader node tex image used for a texture. The resulting glTF sampler will behave like the first shader node tex image.
19:59:03 | INFO: Primitives created: 1
19:59:03 | INFO: Finished glTF 2.0 export in 0.012377023696899414 s

19:59:03 | INFO: Data are loaded, start creating Blender stuff
19:59:03 | INFO: Blender create Mesh node hedge
19:59:03 | INFO: glTF import finished in 0.00s
VALIDATED {"slug": "hedge", "glb": "hedge.glb", "size_m": [1.8, 1.8, 1.3], "tris": 1058, "materials": ["Body"]}
/root/hop-street/build_street.py:268: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  s.world=bpy.data.worlds.new('Soft daylight');s.world.use_nodes=True;s.world.node_tree.nodes['Background'].inputs[0].default_value=(.65,.73,.85,1);s.world.node_tree.nodes['Background'].inputs[1].default_value=.55
00:07.430  render           | Saved: '/root/hop-street/hedge.png'
00:12.855  render           | Saved: '/root/hop-street/hedge-side.png'
DELIVERED hedge

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codex
The [donut](donut.glb) and [tram signal](tram-signal.glb) are ready and pass the geometry checks. I corrected the icing and lamp hoods so both read clearly from the game camera. I’m fixing a bench frame joint, then checking the full lineup.

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/bin/bash -lc "sed -n '1,80p' /home/claude-agent/.agents/skills/blender-game-assets/SKILL.md; sed -n '450,490p' build_street.py; forge-agent run --help" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
---
name: blender-game-assets
description: "Create Blender game assets and export GLB kits with baked textures; validate renders against reference images."
metadata:
  provenance: adapted
---

# Blender game assets, headless

Distilled from TheLongSilence's Blender pipeline (162 m ship, carved rocks, a
cabin interior kit, 13 ground materials) into a headless-first recipe for
Forge. **No GUI, no BlenderMCP socket** — Forge's Blender lives on gex44 with
no display, and `blender -b` is the one thing BlenderMCP's addon refuses to
run under. Everything below is a plain `blender -b --python` call or the
gex44 exec service.

For architectural construction kits, read `construction-kit` and its tested
source builders. It supplies cross-family profile/damage/UV contracts and
consumer-side checks; use only the relevant elements.

For a connected playable scene, also read `visual-game-loop` and its
`references/whole-scene-blender.md`: the user-approved harbour recipe combines
scene/object references, photographic materials and coherent Blender construction
with gameplay verification. Reuse good hero assets; author the surrounding place
as a whole rather than assuming a larger modular catalog will fix assembly.

## Read only what the task needs

| When | Read |
| --- | --- |
| A dense model must become a light one that keeps its look (normal + AO transfer) | [high-to-low baking](reference/high-to-low-baking.md) |
| Preparing UVs or a cage, or a bake shows seams, black faces, wrong highlights | [baking and diagnostics](reference/baking-and-diagnostics.md) |
| Choosing texture or mesh formats, or the asset is slow to load or heavy in GPU memory (KTX2, WebP, meshopt, Draco) | [asset delivery](reference/asset-delivery.md) |
| Before any long bake or scripted export pipeline | [preflight and recovery](reference/preflight-and-recovery.md) |
| The asset looks right in Blender and wrong in the game, or the cause could be either | [runtime parity and diagnostics](reference/runtime-parity-and-diagnostics.md) |
| The asset will be judged by eye (hero prop, character, building, environment) | [author and critic loop](reference/critic-loop.md) |
| Terrain, cliffs or rocks should look weathered (branching gullies and ridges, no simulation) | [terrain erosion](reference/terrain-erosion.md) |

These seven are loaded on demand, not by default. Five are ported from vercel-labs/vgpu (see Attribution); terrain erosion uses Rune Skovbo Johansen's filter (MPL 2.0, `scripts/erosion/`).

### Choose how to carry each detail before any bake

| Detail | Carry it as |
| --- | --- |
| Silhouette, openings, broad edges, tuft dimples, piping, moving parts | Real low-poly geometry |
| Fine bevel curvature and shallow relief the triangle budget cannot afford | Tangent-space normals baked from the dense source |
| Permanent cavities and contacts inside a rigid assembly | Baked AO |
| Fabric weave, grain, micro-texture | The existing tiled map at its own scale, never re-baked into a unique atlas |
| Contacts that change, directional shadows | Runtime lighting |

**Pick the cheapest carrier that passes the look check. Being under a texture budget is not a reason to
spend it.** A unique normal atlas is the last resort, for detail the triangle budget cannot hold: a
1024 px RGBA8 map with mips is 5.6 MB of GPU memory per asset, and it replaces a tiled map that every
copy of the material could have shared. If you try a bake and geometry plus the source's tiled maps
looks as good, ship the geometry and say so in the report.

Measured (2 Oct 2026, STRANDMON armchair, 233k to 12k triangles, two Astra runs, same brief): dimples kept
as geometry with the two original 256 px tiled maps = 0.46 MB download, 0.7 MB GPU textures. Same detail
baked into a unique 1152 px normal map = 1.19 MB download, 7.4 MB GPU textures, slightly closer from across
the room, slightly weaker up close, and a blind judge preferred the geometry version.

## Which representation: decide before modelling

For furniture reconstructed from photographs, datasheets or assembly instructions,
read [Furniture reconstruction checks](reference/furniture-reconstruction.md)
before generating geometry. It covers panel-relative coat-hook placement,
interior compartment counts and optional door/drawer articulation.

| Need | Representation | Why |
| --- | --- | --- |
| Hero or enemy character with a walk and attacks | imported rigged mesh (this skill, or the CC0 library: Quaternius, KayKit, Mixamo motions) | skinning, retargetable clips; procedural rigs read as mannequins |
| Weapon, prop, creature variant where silhouette, sockets, collision or code-driven variants matter | procedural three.js geometry or a small GLB kit part | controllable, cheap to vary per instance |
| Concept, icon, backdrop, card art | a generated 2D image used directly | never rebuilt as geometry |
| A reference image whose visible FORM must become a code model | `img2threejs` with its gates; say the result is a reconstruction, not extracted geometry | likeness is judged, not measured |

Pick once at the blueprint or stack-selection stage and record it with provenance (source, licence,
metres per unit, forward axis). Design after MengTo/Skills build-hybrid-game-assets (MIT).

## 1. The recipe

    box('Foundation shoe',(0,0,.06),(.25,.25,.12),black,.02)
    cyl('Upright post',(0,.035,1.20),.045,2.35,pole,12)
    box('Twin red signal housing',(0,-.02,2.18),(.50,.17,.29),black,.045)
    for x in [-.128,.128]:
        cyl('Lamp bezel',(x,-.118,2.18),.097,.055,black,20,'Y')
        cyl('Red crossing lamp',(x,-.151,2.18),.073,.013,glow,20,'Y')
        # Sun hood, open lower half so the glowing disc is visible in gameplay.
        verts=[]
        for y in [-.12,-.148]:
            for i in range(9):
                a=i*math.pi/8;verts.append((x+.101*math.cos(a),y,2.18+.101*math.sin(a)))
        mesh('Lamp rain visor',verts,[(i,i+1,i+10,i+9) for i in range(8)],black)
    rod('Bell neck',(0,.035,2.29),(0,.035,2.48),.026,metal)
    cyl('Bell flare',(0,.035,2.46),.105,.115,metal,20,r2=.041)
    torus('Bell lower lip',(0,.035,2.405),.098,.009,metal,20,5)
    ellipsoid('Bell cap',(0,.035,2.525),(.048,.048,.044),metal,12,5)
    for x in [-.075,.075]:
        for y in [-.075,.075]:cyl('Foot mounting bolt',(x,y,.125),.015,.015,bolt,6)

def bench():
    green=mat('Park green enamel',(.024,.13,.067),.42,.42,'paint');wood=mat('Oiled oak slat',(.42,.20,.062),.61,0,'wood');wood2=mat('Oak slat variation',(.49,.26,.085),.62,0,'wood');bolt=mat('Bench screws',(.13,.14,.13),.4,.62)
    for i in range(5):
        box('Seat timber',(0,-.23+i*.109,.456),(1.8,.098,.047),wood2 if i%3==0 else wood,.012)
    for i in range(3):
        box('Backrest timber',(0,.287+i*.023,.615+i*.104),(1.8,.054,.087),wood2 if i==1 else wood,.012,(-.15,0,0))
    for x in [-.66,.66]:
        # Cast-metal shaped side frames, continuous legs and reclined back upright.
        tube_path('Front leg and seat rail',[(x,-.26,.045),(x,-.24,.32),(x,-.17,.425),(x,.25,.425),(x,.34,.85)],.031,green,8)
        tube_path('Rear splayed leg',[(x,.25,.425),(x,.31,.25),(x,.37,.045)],.034,green,8)
        tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
        for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
        for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)

def hedge():
    leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
    # Low hollow kerb, open soil inset. The foliage is rounded but retains a clipped block outline.
    box('Soil inset',(0,0,.095),(1.57,1.57,.15),soil,.03)
    for y in [-.835,.835]:box('Stone kerb',(0,y,.12),(1.80,.13,.24),stone,.025)
    for x in [-.835,.835]:box('Stone kerb',(x,0,.12),(.13,1.55,.24),stone,.025)
    # Rounded-box cage with deterministic leaf-scale dimples, rather than a stack of spheres.
usage: forge-agent run [-h] --harness
                       {codex,codex-cli,claude,gemini,deepseek,unreal,gemini-proxy}
                       --model MODEL --purpose PURPOSE [--repo REPO] --task
                       TASK [--effort EFFORT] [--timeout TIMEOUT]
                       [--quality-profile {visual}]
                       [--quality-packet QUALITY_PACKET] [--jail]
                       [--allow-net {none,all,allowlist}]
                       [--data-class {synthetic,internal}] [--ro RO]

options:
  -h, --help            show this help message and exit
  --harness {codex,codex-cli,claude,gemini,deepseek,unreal,gemini-proxy}
                        codex = Unreal Agent on the Codex subscription
                        (default since 2026-09-23; Codex CLI with --jail);
                        codex-cli = the Codex CLI itself
  --model MODEL
  --purpose PURPOSE
  --repo REPO           required for --harness codex/claude/gemini/deepseek;
                        unused (no worktree) for gemini-proxy
  --task TASK
  --effort EFFORT       Codex or DeepSeek (medium maps to high on DeepSeek)
  --timeout TIMEOUT
  --quality-profile {visual}
                        DeepSeek only: bounded visual quality instructions
  --quality-packet QUALITY_PACKET
                        DeepSeek visual only: local JSON task packet (max 32
                        KiB)
  --jail                run the worker (codex/claude only) inside jail.py
                        containment (default OFF; opt in explicitly)
  --allow-net {none,all,allowlist}
                        --jail only: worker network mode (default 'all' --
                        codex/claude both need real model-API egress;
                        'allowlist' routes through the tinyproxy sidecar)
  --data-class {synthetic,internal}
                        --jail only: task data class; 'internal' is required
                        to use --ro
  --ro RO               --jail only, requires --data-class internal: extra
                        host path to mount read-only inside the jail;
                        repeatable

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "sed -n '490,540p' build_street.py; cat /home/claude-agent/.agents/skills/blender-game-assets/reference/critic-loop.md | head -100" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
    # Rounded-box cage with deterministic leaf-scale dimples, rather than a stack of spheres.
    verts=[];faces=[];N=8
    # six sampled cube faces, each projected to a rounded rectangular shrub.
    for axis in range(3):
        for sign in [-1,1]:
            start=len(verts)
            for i in range(N+1):
                for j in range(N+1):
                    q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                    v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
                    v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
            for i in range(N):
                for j in range(N):
                    a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
    o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
    o.data.materials.append(leaf2)
    for p in o.data.polygons:
        if random.random()<.20:p.material_index=1
    # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
    for i in range(35):
        a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77
        x,y=r*math.cos(a),r*math.sin(a)
        if abs(x)<.56:x*=1.25
        if abs(y)<.56:y*=1.25
        vv=[(x-.027,y,z),(x,y-.018,z+.026),(x+.028,y,z+.012),(x,y+.018,z-.014)]
        mesh('Edge leaf',vv,[(0,1,2),(0,2,3)],leaf2,True)

BUILDERS={'street-sweeper':sweeper,'tram':tram,'raft-2':lambda:raft(4),'raft-3':lambda:raft(6),'raft-4':lambda:raft(8),'lily-pad':lily,'donut':donut,'tram-signal':signal,'bench':bench,'hedge':hedge}
DESCS={
 'street-sweeper':('Municipal chaser with hopper, front brushes and amber beacon','orange with white stripe'),
 'tram':('Two linked modern saloons, roof pantograph and end headlights','cream with teal roof/skirt'),
 'raft-2':('4 m plank raft on two logs, lashings and rope coil','warm honey wood'),
 'raft-3':('6 m plank raft on two logs, lashings, coil and low crate','warm honey wood'),
 'raft-4':('8 m plank raft on two logs, lashings, coil and low crate','warm honey wood'),
 'lily-pad':('Notched fleshy leaf with raised veins and pink flower','rich green and pink'),
 'donut':('Ring doughnut, scalloped icing and multicolour sugar sprinkles','strawberry pink and golden dough'),
 'tram-signal':('Twin red crossing lamps sharing Glow, rain hoods and bronze bell','charcoal, red and bronze'),
 'bench':('Slatted oak seat/back, curved metal armrests and splayed legs','warm oak and dark green'),
 'hedge':('Rounded clipped shrub inside an open low stone kerb','rich green and warm grey stone')}

def write_notes():
    rows=json.loads((OUT/'street.json').read_text())
    lines=['# Hop City street and canal pack','', 'Original generic designs, authored in Blender 5.2. Metres; GLB +Y up; front +Z. Rafts run along X. Origin is the footprint centre at the lowest point.','']
    for r in rows:
        desc,col=DESCS[r['slug']];lines.append(f"- **{r['slug']}** — {desc}; {r['tris']:,} triangles; {col}.")
    lines+=['','## Build and verification','',
      '`blender -b --python-exit-code 1 --python build_street.py -- all` rebuilds every asset from an empty scene, bakes and exports, re-imports each GLB into a fresh scene, checks bounds/origin/materials/triangles/file size, and renders the actual imported mesh. A slug instead of `all` builds only that asset. `lineup` only assembles the existing previews.',
      'Each asset has one mesh, one baked Body material, and optional Glass/Glow. Body has a 512×512 RGB albedo and a 512×512 packed roughness/metallic image (R=1, G=roughness, B=metallic). The exporter binds G/B as glTF metallicRoughnessTexture. Geometry carries bevels, leaf veins, planks, brush tufts and other silhouette detail. Glass is alpha BLEND at 0.35; Glow is untextured emission.',
      'Texture provenance: original Blender procedural nodes, baked with Cycles EMIT at 8 samples and 5 px dilation. No Poly Haven texture IDs used; no external image sources. Albedo contains material colour variation, not directional lighting. The packed map contains material roughness/metallic, not a baked AO pass. No normal map is needed for this low-poly geometry.',
      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; for the close-up doughnut it extends beyond the frame. Preview lights, cameras, ground and grid are not exported.',
<!-- Distilled from vercel-labs/vgpu .claude/skills/vgpu-agent-flow/references/asset-iteration.md and
.subharness/agents/asset-author.ts + asset-critic.ts at commit 68cb1d8d198c (MIT, Copyright (c) 2025 Vercel, Inc.),
rewritten for Forge lanes (forge-agent, Astra author, a second model family as critic). -->

# Author and critic loop for a Blender asset

Use this for any authored asset that will be judged by eye: a hero prop, a character, a building, an
environment. Skip it for a mechanical re-export.

## Seats

| Seat | Who | Owns |
| --- | --- | --- |
| Author | Astra (operator law: Blender work goes to Astra) | Geometry, authored materials, UVs, bakes, Blender renders, the export |
| Runtime | The root, or one worker when the shader work is real | Loading the export in the game's actual three.js path, captures, measured costs |
| Critic | A different model family from the author, reading the real images | Findings only. Never edits the asset |

The critic must open the actual capture files. A critic that cannot read images says so and returns
BLOCKED; it never writes a visual verdict from metrics or from the author's description.

## Budget

- Default: **3 revisions, at most 2 critic passes per revision.** The brief may set another cap.
- A cap is an execution limit, not acceptance. Cap reached with open visual findings = `REVISE`
  reported as such, never a `PASS`.
- No unattended improvement loop past the cap.

## Before the first render

Write in the task folder: scope, target cameras (gameplay view, hero, rear, closest required view),
output paths, budgets (triangles, exported vertices, texture bytes and GPU memory, draw calls) and
the revision cap. Budgets are task inputs; do not copy another asset's numbers.

Run the [preflight](preflight-and-recovery.md) once: Blender starts and runs a scene operation, a
tiny bake and export round-trips through the real loader, one real runtime frame is captured.

Integrate a cheap LOW blockout in the runtime at this stage. Scale, axis, camera and material
contract problems are found before an expensive bake, not after.

## Each revision keeps

- the source revision or parameters that rebuild the previous asset;
- real hero, rear and close-up captures, same camera, light, exposure and pose every time;
- triangles, exported vertices, primitives, material count, file bytes, texture GPU memory;
- runtime draw counters, kept apart from offline estimates;
- the critic's findings, the fixes chosen, and the next measured result.

## The critic pass

The critic receives the previous AND the current captures and metrics under matched cameras (or
an explicit "first revision, no baseline"), the reference image, and the brief. It returns:

- **at most five findings**, ordered by impact, each with a stable id, the evidence path (whole
  view plus crop or image coordinates), the visible symptom, a suggested correction and a
  **measurable acceptance condition**;
- regressions against the previous revision;
- resolved / remaining / regressed status of earlier findings on a follow-up pass;
- `PASS`, `REVISE` or `BLOCKED`, with the limits of its evidence.

It compares against the reference as well as the previous revision: clean topology and progress
since last time do not make the asset match the reference. It separates the observed defect from
the suspected cause. A small whole-image difference can hide severe local damage (thin trim,
stairs, silhouette edges): it inspects crops at each delivered LOD. Design ideas are suggestions,
not new acceptance requirements.

When the cause could be the asset or the renderer, it asks for the diagnostic captures in
[runtime parity](runtime-parity-and-diagnostics.md) (maps off, AO neutral, lightmap off) rather
than guessing.

## Rules that stop false passes

- A generated concept image is never proof of a working model. Label concepts as concepts; accept
  only on real renders of the real export.
- Requested bakes need bake provenance (what was baked, from what, at what settings) and matched
  runtime captures with each contribution switched off in turn. Vertex tint and runtime shadows
  are not substitutes for a requested AO or lightmap bake.
- An atlas repair is checked on the full matched views, not only on the crop that was broken: a new
  layout can fix one edge and turn another face black.
- One writer per handoff file. A reply never gets appended to a request file another agent will
  regenerate. Superseded manifests and failed captures stay on disk.
- The author hands the root a compact result: verdict, the few decisive images, the metrics table.
  Full capture sets stay on disk; the root does not load every image.
- A user's rejection or a changed brief reopens any earlier `PASS`.

## Lessons

When a revision teaches something that will recur, write it as: evidence path, symptom, cause,
intervention, matched before/after result, scope. The root checks it and makes a narrow edit to this
skill. Reject task-specific style preferences dressed up as general rules.

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "sed -n '1,95p' build_street.py; sed -n '235,280p' build_street.py; sed -n '540,615p' build_street.py" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
"""Hop City original street pack. Blender 5.2, metres, Z-up authoring, front -Y.
Run: blender -b --python-exit-code 1 --python build_street.py -- [slug|all|lineup]
No external images. Procedural albedo and packed roughness/metallic are Cycles-baked.
"""
import bpy, math, os, sys, json, random
from mathutils import Vector
from pathlib import Path
OUT=Path(__file__).resolve().parent
random.seed(42)
SPEC={'street-sweeper':([2,5,2.7],5000,600000),'tram':([2.3,16,3.3],7000,900000),'raft-2':([4,1.8,.45],2500,600000),'raft-3':([6,1.8,.45],2500,600000),'raft-4':([8,1.8,.45],2500,600000),'lily-pad':([1.7,1.7,.12],1200,600000),'donut':([.55,.55,.22],1200,600000),'tram-signal':([.5,.4,2.6],2000,600000),'bench':([1.8,.7,.9],2000,600000),'hedge':([1.8,1.8,1.3],2000,600000)}
PARTS=[]; MATS={}
def setup():
    global PARTS,MATS
    bpy.ops.wm.read_factory_settings(use_empty=True); PARTS=[]; MATS={}; random.seed(42)
    s=bpy.context.scene; s.render.engine='CYCLES'; s.cycles.samples=32
    s.cycles.use_denoising=True; s.cycles.preview_samples=8
    try:
        p=bpy.context.preferences.addons['cycles'].preferences; p.compute_device_type='OPTIX'; p.get_devices()
        for d in p.devices: d.use=d.type=='OPTIX'
        s.cycles.device='GPU'
    except Exception: s.cycles.device='CPU'
    s.render.resolution_x=s.render.resolution_y=800; s.render.resolution_percentage=100
    s.render.image_settings.file_format='PNG'; s.world=bpy.data.worlds.new('Daylight'); s.world.use_nodes=True
    s.world.node_tree.nodes['Background'].inputs[0].default_value=(.65,.73,.85,1)
    s.world.node_tree.nodes['Background'].inputs[1].default_value=.55
    s.view_settings.view_transform='AgX'

def mat(name,color,rough=.55,metal=0,texture=None):
    if name in MATS:return MATS[name]
    m=bpy.data.materials.new(name); m.diffuse_color=(*color,1); m.use_nodes=True
    p=m.node_tree.nodes.get('Principled BSDF'); p.inputs['Base Color'].default_value=(*color,1)
    p.inputs['Roughness'].default_value=rough; p.inputs['Metallic'].default_value=metal
    m['rough']=rough; m['metal']=metal
    if texture:
        nt=m.node_tree; tex=nt.nodes.new('ShaderNodeTexNoise'); tex.inputs['Scale'].default_value=5 if texture=='wood' else 24
        tex.inputs['Detail'].default_value=3; tc=nt.nodes.new('ShaderNodeTexCoord')
        v=nt.nodes.new('ShaderNodeVectorMath'); v.operation='MULTIPLY'; v.inputs[1].default_value=(.7,28,12) if texture=='wood' else (1,1,1)
        nt.links.new(tc.outputs['Generated'],v.inputs[0]); nt.links.new(v.outputs[0],tex.inputs['Vector'])
        ramp=nt.nodes.new('ShaderNodeValToRGB'); ramp.color_ramp.elements[0].position=.18; ramp.color_ramp.elements[1].position=.82
        a,b=(.58,1.25) if texture in ('wood','leaf','stone') else (.91,1.06)
        ramp.color_ramp.elements[0].color=(*[c*a for c in color],1); ramp.color_ramp.elements[1].color=(*[min(c*b,1) for c in color],1)
        nt.links.new(tex.outputs['Fac'],ramp.inputs[0]); nt.links.new(ramp.outputs['Color'],p.inputs['Base Color'])
    MATS[name]=m; return m

def special():
    g=mat('Glass',(.12,.27,.32),.16,.12); p=g.node_tree.nodes.get('Principled BSDF'); p.inputs['Alpha'].default_value=.35; g.diffuse_color=(.12,.27,.32,.35); g.surface_render_method='BLENDED'
    e=mat('Glow',(1,.48,.05),.3); p=e.node_tree.nodes.get('Principled BSDF'); p.inputs['Emission Color'].default_value=(1,.32,.025,1); p.inputs['Emission Strength'].default_value=2
    return g,e

def finish_part(o,name,m,smooth=False):
    o.name=name; o.data.materials.clear(); o.data.materials.append(m); PARTS.append(o)
    if smooth:
        for p in o.data.polygons:p.use_smooth=True
    return o

def bevel(o,w=.02,segments=1):
    bpy.context.view_layer.objects.active=o; o.select_set(True)
    b=o.modifiers.new('Manufactured edge','BEVEL'); b.width=w; b.segments=segments
    bpy.ops.object.modifier_apply(modifier=b.name)
    try:
        n=o.modifiers.new('Weighted normals','WEIGHTED_NORMAL'); n.keep_sharp=True; n.weight=40; bpy.ops.object.modifier_apply(modifier=n.name)
    except Exception:pass
    return o

def box(name,loc,size,m,b=.02,rot=None):
    bpy.ops.mesh.primitive_cube_add(size=1,location=loc); o=bpy.context.object; o.dimensions=size
    bpy.ops.object.transform_apply(location=False,rotation=False,scale=True)
    if b:bevel(o,b,1)
    if rot:o.rotation_euler=rot
    return finish_part(o,name,m)

def cyl(name,loc,r,depth,m,n=16,axis='Z',r2=None):
    if r2 is None:bpy.ops.mesh.primitive_cylinder_add(vertices=n,radius=r,depth=depth,location=loc)
    else:bpy.ops.mesh.primitive_cone_add(vertices=n,radius1=r,radius2=r2,depth=depth,location=loc)
    o=bpy.context.object
    if axis=='X':o.rotation_euler[1]=math.pi/2
    elif axis=='Y':o.rotation_euler[0]=math.pi/2
    return finish_part(o,name,m,True)

def rod(name,a,b,r,m,n=8):
    d=Vector(b)-Vector(a); o=cyl(name,(Vector(a)+Vector(b))/2,r,d.length,m,n); o.rotation_euler=d.to_track_quat('Z','Y').to_euler(); return o

def mesh(name,verts,faces,m,smooth=False):
    me=bpy.data.meshes.new(name); me.from_pydata(verts,[],faces); me.update(); o=bpy.data.objects.new(name,me); bpy.context.collection.objects.link(o)
    return finish_part(o,name,m,smooth)

def profile(name,coords,width,m):
    # side profile listed counterclockwise in Y,Z; closed extrusion along X
    v=[(x,y,z) for x in (-width/2,width/2) for y,z in coords]; n=len(coords)
    f=[tuple(range(n-1,-1,-1)),tuple(range(n,2*n))]+[(i,(i+1)%n,(i+1)%n+n,i+n) for i in range(n)]
    o=mesh(name,v,f,m); bevel(o,.025);return o

def torus(name,loc,major,minor,m,N=24,n=6,rot=None):
    bpy.ops.mesh.primitive_torus_add(major_radius=major,minor_radius=minor,major_segments=N,minor_segments=n,location=loc)
    o=bpy.context.object

def render(ob,slug,side=False,clay=False):
    stage(ob,side,slug.startswith('raft') or slug=='lily-pad')
    s=bpy.context.scene
    if clay:s.view_layers[0].material_override=mat('Clay',(.45,.45,.45),.75)
    s.render.filepath=str(OUT/(slug+('-clay' if clay else '-side' if side else '')+'.png')); bpy.ops.render.render(write_still=True)
    s.view_layers[0].material_override=None

def export_validate(ob,slug):
    bpy.ops.object.select_all(action='DESELECT'); ob.select_set(True); bpy.context.view_layer.objects.active=ob
    bpy.ops.object.transform_apply(location=True,rotation=True,scale=True)
    path=OUT/(slug+'.glb'); bpy.ops.export_scene.gltf(filepath=str(path),export_format='GLB',use_selection=True,export_yup=True,export_apply=True,export_cameras=False,export_lights=False,export_image_format='AUTO')
    bpy.ops.wm.read_factory_settings(use_empty=True); bpy.ops.import_scene.gltf(filepath=str(path))
    obs=list(bpy.context.scene.objects); assert len(obs)==1 and obs[0].type=='MESH',[(x.name,x.type) for x in obs]
    ob=obs[0];lo,hi=bounds(ob); size=[hi.x-lo.x,hi.y-lo.y,hi.z-lo.z]
    assert all(abs(a-b)<b*.1 for a,b in zip(size,SPEC[slug][0])),size
    assert abs(lo.z)<.0001 and abs(lo.x+hi.x)<.0001 and abs(lo.y+hi.y)<.0001,(list(lo),list(hi))
    assert ob.location.length<.0001,list(ob.location)
    ob.data.calc_loop_triangles();tri=len(ob.data.loop_triangles); assert tri<=SPEC[slug][1],(slug,tri)
    names=[m.name for m in ob.data.materials]; assert len(names)<=4 and names[0]=='Body',names
    assert all(n in ['Body','Glass','Glow'] for n in names),names
    assert path.stat().st_size<=SPEC[slug][2],path.stat().st_size
    report={'slug':slug,'glb':slug+'.glb','size_m':[round(v,5) for v in size],'tris':tri,'materials':names}
    (OUT/(slug+'-validation.json')).write_text(json.dumps({**report,'bytes':path.stat().st_size,'bounds_blender':[list(lo),list(hi)],'origin':list(ob.location),'mesh_objects':1,'fresh_import':True},indent=2))
    manifest=OUT/'street.json'; rows=json.loads(manifest.read_text()) if manifest.exists() else [];rows=[r for r in rows if r['slug']!=slug]+[report];rows.sort(key=lambda r:list(SPEC).index(r['slug']));manifest.write_text(json.dumps(rows,indent=2))
    print('VALIDATED',json.dumps(report),flush=True)
    # Setup render configuration again while retaining only the actual round-tripped mesh.
    # The imported object itself is the sole render subject.
    # Cannot factory reset here (would erase the mesh): explicitly configure scene.
    s=bpy.context.scene;s.render.engine='CYCLES';s.cycles.samples=32;s.cycles.use_denoising=True
    try:s.cycles.device='GPU'
    except:pass
    s.render.resolution_x=s.render.resolution_y=800;s.render.resolution_percentage=100;s.render.image_settings.file_format='PNG';s.view_settings.view_transform='AgX'
    s.world=bpy.data.worlds.new('Soft daylight');s.world.use_nodes=True;s.world.node_tree.nodes['Background'].inputs[0].default_value=(.65,.73,.85,1);s.world.node_tree.nodes['Background'].inputs[1].default_value=.55
    global MATS;MATS={}
    render(ob,slug);render(ob,slug,side=True)
    return report

def tram():
    cream=mat('Warm cream',(.83,.77,.57),.42,.08,'paint'); teal=mat('Deep teal',(.025,.36,.33),.35,.18,'paint')
    rubber=mat('Tram rubber',(.018,.026,.028),.8); metal=mat('Tram steel',(.28,.33,.34),.34,.72)
    windows=mat('Tram window backing',(.025,.07,.085),.28,.18); glass,glow=special()
    gp=glow.node_tree.nodes.get('Principled BSDF');gp.inputs['Base Color'].default_value=(1,.88,.56,1);gp.inputs['Emission Color'].default_value=(1,.8,.42,1)
    def shell(name,sections,m):
        verts=[]
        for y,w,b,t in sections:
      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; for the close-up doughnut it extends beyond the frame. Preview lights, cameras, ground and grid are not exported.',
      '`lineup.png` is a 1600×800 contact lineup of those same game-view renders, independently framed for readable comparison; the labels give real dimensions. It is not a common-scale scene. The lineup compositor uses system Python 3 with Pillow; all modeling, baking, export and rendering use bpy.',
      'Per-piece `*-validation.json` records the fresh Blender import. `*-audit.json` is the independent serialized-GLB audit (zero degenerate triangles, finite attributes, embedded textures). Runtime three.js draw calls and FPS are not measured by this asset worker.',
      '', '## What still looks weak','',
      '- The tram is deliberately economical: dark backed glass and no passenger interior, opening doors or animated pantograph.',
      '- The longer raft rope coils and the doughnut icing are visibly polygonal in extreme close-ups; they are designed for the stated phone-scale camera.',
      '- The hedge uses opaque modeled foliage with baked colour variation, not individual alpha-cutout leaves; its leaf detail is suggestive.',
      '- Signal lamps share one Glow material as requested, so alternating each lamp independently would need a runtime material/mesh split.',
      '- The 0.45 m raft height includes accessories: the longer rafts carry shallow crates to preserve the specified total bounds.',
      '- No in-game collision meshes, motion, sounds or integration code are included; this delivery is the static asset pack.', '']
    (OUT/'NOTES.md').write_text('\n'.join(lines))

def lineup():
    import subprocess
    # Compose the actual Cycles renders; never substitute painted concept images.
    code=r'''
from PIL import Image,ImageDraw,ImageFont
from pathlib import Path
import sys,json
p=Path(sys.argv[1]);rows=json.loads((p/'street.json').read_text());out=Image.new('RGB',(1600,800),(27,34,38));d=ImageDraw.Draw(out)
try:
 f=ImageFont.truetype('/usr/share/fonts/truetype/dejavu/DejaVuSans.ttf',18);small=ImageFont.truetype('/usr/share/fonts/truetype/dejavu/DejaVuSans.ttf',13)
except OSError:f=ImageFont.load_default();small=f
for i,r in enumerate(rows):
 x=(i%5)*320;y=(i//5)*400
 im=Image.open(p/(r['slug']+'.png')).convert('RGB').resize((312,312),Image.Resampling.LANCZOS);out.paste(im,(x+4,y+4))
 d.text((x+13,y+328),r['slug'],font=f,fill=(238,239,230))
 dims=' x '.join(f'{v:g}' for v in r['size_m'])+' m'
 d.text((x+13,y+355),dims+'  |  '+str(r['tris'])+' tris',font=small,fill=(167,188,190))
 d.text((x+13,y+376),'55 degree game view',font=small,fill=(116,143,145))
out.save(p/'lineup.png')
'''
    subprocess.run(['/usr/bin/python3','-c',code,str(OUT)],check=True)

def main():
    args=sys.argv[sys.argv.index('--')+1:] if '--' in sys.argv else ['all']
    if args and args[0]=='lineup':
        write_notes();lineup();return
    slugs=list(BUILDERS) if not args or args[0]=='all' else args
    if not args or args[0]=='all':(OUT/'street.json').write_text('[]')
    for slug in slugs:
        setup();BUILDERS[slug]();ob=assemble(slug);render(ob,slug,clay=True)
        # Remove preview stage before baking.
        for o in list(bpy.context.scene.objects):
            if o!=ob:bpy.data.objects.remove(o,do_unlink=True)
        bpy.context.view_layer.objects.active=ob;ob.select_set(True);bake(ob,slug);export_validate(ob,slug)
        write_notes();print('DELIVERED',slug,flush=True)
    if len(json.loads((OUT/'street.json').read_text()))==len(SPEC):lineup()
if __name__=='__main__':main()

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exec
/bin/bash -lc 'mkdir -p review-baseline
cp bench.png bench-side.png hedge.png hedge-side.png lineup.png build_street.py review-baseline/' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
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apply patch
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/home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1/build_street.py
diff --git a/jobs/hop-street-v1/build_street.py b/jobs/hop-street-v1/build_street.py
index 51ba46adc05dff23097630ef30649984ee6cb7e8..341cb66d99ae553e561b7137d7954d06072de324
--- a/jobs/hop-street-v1/build_street.py
+++ b/jobs/hop-street-v1/build_street.py
@@ -337,10 +337,16 @@
     for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
 
 def tube_path(name,points,r,m,sides=6):
-    verts=[]
+    verts=[]; previous=None
     for i,p in enumerate(points):
         p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
-        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
+        tang.normalize()
+        if previous is None:
+            up=min((Vector((1,0,0)),Vector((0,1,0)),Vector((0,0,1))),key=lambda u:abs(tang.dot(u)))
+            a=(up-tang*up.dot(tang)).normalized()
+        else:
+            a=(previous-tang*previous.dot(tang)).normalized()
+        b=tang.cross(a).normalized();previous=a
         verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
     faces=[]
     for i in range(len(points)-1):
@@ -479,7 +485,7 @@
         tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
         for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
         for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
-    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
+    rod('Underseat stretcher',(-.66,.31,.25),(.66,.31,.25),.025,green,8)
 
 def hedge():
     leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
@@ -497,15 +503,16 @@
                 for j in range(N+1):
                     q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                     v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
-                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
+                    d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
                     v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
             for i in range(N):
                 for j in range(N):
                     a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
     o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
-    o.data.materials.append(leaf2)
-    for p in o.data.polygons:
-        if random.random()<.20:p.material_index=1
+    # Shared boundary coordinates and welded normals prevent cracks at cube-face seams.
+    import bmesh
+    bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.00001)
+    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free();o.data.update()
     # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
     for i in range(35):
         a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77

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/bin/bash -lc 'timeout 60 scp build_street.py gex44:/root/hop-street/build_street.py' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 860ms:
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/bin/bash -lc 'timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-street/build_street.py -- bench hedge > bench-hedge-rebuild.log 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
diff --git a/jobs/hop-street-v1/build_street.py b/jobs/hop-street-v1/build_street.py
index 51ba46adc05dff23097630ef30649984ee6cb7e8..341cb66d99ae553e561b7137d7954d06072de324
--- a/jobs/hop-street-v1/build_street.py
+++ b/jobs/hop-street-v1/build_street.py
@@ -337,10 +337,16 @@
     for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
 
 def tube_path(name,points,r,m,sides=6):
-    verts=[]
+    verts=[]; previous=None
     for i,p in enumerate(points):
         p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
-        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
+        tang.normalize()
+        if previous is None:
+            up=min((Vector((1,0,0)),Vector((0,1,0)),Vector((0,0,1))),key=lambda u:abs(tang.dot(u)))
+            a=(up-tang*up.dot(tang)).normalized()
+        else:
+            a=(previous-tang*previous.dot(tang)).normalized()
+        b=tang.cross(a).normalized();previous=a
         verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
     faces=[]
     for i in range(len(points)-1):
@@ -479,7 +485,7 @@
         tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
         for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
         for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
-    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
+    rod('Underseat stretcher',(-.66,.31,.25),(.66,.31,.25),.025,green,8)
 
 def hedge():
     leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
@@ -497,15 +503,16 @@
                 for j in range(N+1):
                     q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                     v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
-                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
+                    d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
                     v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
             for i in range(N):
                 for j in range(N):
                     a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
     o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
-    o.data.materials.append(leaf2)
-    for p in o.data.polygons:
-        if random.random()<.20:p.material_index=1
+    # Shared boundary coordinates and welded normals prevent cracks at cube-face seams.
+    import bmesh
+    bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.00001)
+    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free();o.data.update()
     # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
     for i in range(35):
         a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77

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exec
/bin/bash -lc "python3 - <<'PY'
import json,subprocess,pathlib
p=pathlib.Path.cwd()
for r in json.loads((p/'street.json').read_text()):
 if r['slug'] in ['bench','hedge']:continue
 rpath=p/(r['slug']+'-audit.json')
 q=subprocess.run(['python3','/home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py',str(p/r['glb']),'--strict'],capture_output=True,text=True)
 rpath.write_text(q.stdout)
 print(r['slug'],q.returncode)
 if q.returncode: print(q.stderr,q.stdout[-1000:])
PY" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 1093ms:
street-sweeper 0
tram 0
raft-2 0
raft-3 0
raft-4 0
lily-pad 0
donut 0
tram-signal 0

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/bin/bash -lc 'tail -5 bench-hedge-rebuild.log' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:

20:02:19 | INFO: Data are loaded, start creating Blender stuff
20:02:19 | INFO: Blender create Mesh node hedge
20:02:19 | INFO: glTF import finished in 0.00s
VALIDATED {"slug": "hedge", "glb": "hedge.glb", "size_m": [1.8, 1.8, 1.3], "tris": 1058, "materials": ["Body"]}

diff --git a/jobs/hop-street-v1/build_street.py b/jobs/hop-street-v1/build_street.py
index 51ba46adc05dff23097630ef30649984ee6cb7e8..341cb66d99ae553e561b7137d7954d06072de324
--- a/jobs/hop-street-v1/build_street.py
+++ b/jobs/hop-street-v1/build_street.py
@@ -337,10 +337,16 @@
     for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
 
 def tube_path(name,points,r,m,sides=6):
-    verts=[]
+    verts=[]; previous=None
     for i,p in enumerate(points):
         p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
-        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
+        tang.normalize()
+        if previous is None:
+            up=min((Vector((1,0,0)),Vector((0,1,0)),Vector((0,0,1))),key=lambda u:abs(tang.dot(u)))
+            a=(up-tang*up.dot(tang)).normalized()
+        else:
+            a=(previous-tang*previous.dot(tang)).normalized()
+        b=tang.cross(a).normalized();previous=a
         verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
     faces=[]
     for i in range(len(points)-1):
@@ -479,7 +485,7 @@
         tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
         for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
         for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
-    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
+    rod('Underseat stretcher',(-.66,.31,.25),(.66,.31,.25),.025,green,8)
 
 def hedge():
     leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
@@ -497,15 +503,16 @@
                 for j in range(N+1):
                     q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                     v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
-                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
+                    d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
                     v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
             for i in range(N):
                 for j in range(N):
                     a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
     o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
-    o.data.materials.append(leaf2)
-    for p in o.data.polygons:
-        if random.random()<.20:p.material_index=1
+    # Shared boundary coordinates and welded normals prevent cracks at cube-face seams.
+    import bmesh
+    bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.00001)
+    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free();o.data.update()
     # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
     for i in range(35):
         a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77

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/bin/bash -lc "sed -n '198,238p' build_street.py" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
    t=nt.nodes.new('ShaderNodeTexImage'); t.image=images[1]; sep=nt.nodes.new('ShaderNodeSeparateColor'); nt.links.new(t.outputs['Color'],sep.inputs[0]); nt.links.new(sep.outputs['Green'],p.inputs['Roughness']); nt.links.new(sep.outputs['Blue'],p.inputs['Metallic'])
    keep=[body]+[m for m in mats if m.name in ('Glass','Glow')]
    mapping={i:(keep.index(m) if m in keep else 0) for i,m in enumerate(mats)}
    ids=[mapping[p.material_index] for p in ob.data.polygons]; ob.data.materials.clear()
    for m in keep:
        ob.data.materials.append(m)
        if m.name in ('Glass','Glow'):
            for node in list(m.node_tree.nodes):
                if node.type=='TEX_IMAGE':m.node_tree.nodes.remove(node)
    for p,i in zip(ob.data.polygons,ids):p.material_index=i
    s.cycles.samples=32

def stage(ob,side=False,water=False,wide=False):
    s=bpy.context.scene
    for o in list(s.objects):
        if o!=ob:bpy.data.objects.remove(o,do_unlink=True)
    lo,hi=bounds(ob); center=(lo+hi)/2
    ground=mat('Preview ground',(.105,.125,.14) if not water else (.045,.20,.22),.85 if not water else .26,0,'stone' if not water else 'paint')
    box('Preview ground',(0,0,-.045),(2000,2000,.08),ground,0)
    grid=mat('Scale grid',(.14,.17,.18),.9)
    for axis in [0,1]:
        for offset in [-1,1]:
            loc=[0,0,.003]; loc[axis]=offset
            size=[2.012,.012,.004] if axis==1 else [.012,2.012,.004]
            box('Two metre outline',loc,size,grid,0)
    bpy.ops.object.light_add(type='AREA',location=( -3,-4,10)); key=bpy.context.object; key.data.energy=1700; key.data.shape='DISK'; key.data.size=7
    key.rotation_euler=(Vector((0,0,0))-key.location).to_track_quat('-Z','Y').to_euler()
    bpy.ops.object.light_add(type='SUN',location=(4,1,8)); sun=bpy.context.object; sun.data.energy=1.5; sun.data.angle=.18; sun.rotation_euler=(.35,-.4,-.5)
    bpy.ops.object.camera_add(); cam=bpy.context.object; s.camera=cam; cam.data.type='ORTHO'; cam.data.clip_end=3000
    d=Vector((0,-1,.06) if ob.name.startswith('raft') else (1,0,.06)).normalized() if side else Vector((.57,-.82,math.tan(math.radians(55)))).normalized()
    cam.location=center+d*40; cam.rotation_euler=(center-cam.location).to_track_quat('-Z','Y').to_euler()
    inv=cam.rotation_euler.to_matrix().transposed(); pts=[inv@(Vector(v)-center) for v in ob.bound_box]
    aspect=s.render.resolution_x/s.render.resolution_y
    cam.data.ortho_scale=max(max(p.x for p in pts)-min(p.x for p in pts),(max(p.y for p in pts)-min(p.y for p in pts))*aspect)*1.25
    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else .8)
    if side:cam.location=center+d*max(40,cam.data.ortho_scale*22)
    s.render.film_transparent=False

def render(ob,slug,side=False,clay=False):
    stage(ob,side,slug.startswith('raft') or slug=='lily-pad')
    s=bpy.context.scene

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/bin/bash -lc "timeout 60 scp 'gex44:/root/hop-street/bench*' 'gex44:/root/hop-street/hedge*' gex44:/root/hop-street/lineup.png gex44:/root/hop-street/street.json ." in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 7986ms:
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diff --git a/jobs/hop-street-v1/build_street.py b/jobs/hop-street-v1/build_street.py
index 51ba46adc05dff23097630ef30649984ee6cb7e8..341cb66d99ae553e561b7137d7954d06072de324
--- a/jobs/hop-street-v1/build_street.py
+++ b/jobs/hop-street-v1/build_street.py
@@ -337,10 +337,16 @@
     for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
 
 def tube_path(name,points,r,m,sides=6):
-    verts=[]
+    verts=[]; previous=None
     for i,p in enumerate(points):
         p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
-        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
+        tang.normalize()
+        if previous is None:
+            up=min((Vector((1,0,0)),Vector((0,1,0)),Vector((0,0,1))),key=lambda u:abs(tang.dot(u)))
+            a=(up-tang*up.dot(tang)).normalized()
+        else:
+            a=(previous-tang*previous.dot(tang)).normalized()
+        b=tang.cross(a).normalized();previous=a
         verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
     faces=[]
     for i in range(len(points)-1):
@@ -479,7 +485,7 @@
         tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
         for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
         for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
-    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
+    rod('Underseat stretcher',(-.66,.31,.25),(.66,.31,.25),.025,green,8)
 
 def hedge():
     leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
@@ -497,15 +503,16 @@
                 for j in range(N+1):
                     q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                     v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
-                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
+                    d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
                     v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
             for i in range(N):
                 for j in range(N):
                     a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
     o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
-    o.data.materials.append(leaf2)
-    for p in o.data.polygons:
-        if random.random()<.20:p.material_index=1
+    # Shared boundary coordinates and welded normals prevent cracks at cube-face seams.
+    import bmesh
+    bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.00001)
+    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free();o.data.update()
     # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
     for i in range(35):
         a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77

codex
The [bench](bench.glb) is ready; its armrests and under-seat brace now join cleanly. The hedge’s surface seams are fixed, but it still looks too smooth, so I’m adding small leaf shapes before the final review and clean rebuild.

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/home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1/build_street.py
diff --git a/jobs/hop-street-v1/build_street.py b/jobs/hop-street-v1/build_street.py
index 51ba46adc05dff23097630ef30649984ee6cb7e8..20189067ab6c7544305d5e42c1e645ef30628cdc
--- a/jobs/hop-street-v1/build_street.py
+++ b/jobs/hop-street-v1/build_street.py
@@ -337,10 +337,16 @@
     for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
 
 def tube_path(name,points,r,m,sides=6):
-    verts=[]
+    verts=[]; previous=None
     for i,p in enumerate(points):
         p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
-        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
+        tang.normalize()
+        if previous is None:
+            up=min((Vector((1,0,0)),Vector((0,1,0)),Vector((0,0,1))),key=lambda u:abs(tang.dot(u)))
+            a=(up-tang*up.dot(tang)).normalized()
+        else:
+            a=(previous-tang*previous.dot(tang)).normalized()
+        b=tang.cross(a).normalized();previous=a
         verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
     faces=[]
     for i in range(len(points)-1):
@@ -479,7 +485,7 @@
         tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
         for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
         for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
-    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
+    rod('Underseat stretcher',(-.66,.31,.25),(.66,.31,.25),.025,green,8)
 
 def hedge():
     leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
@@ -497,23 +503,29 @@
                 for j in range(N+1):
                     q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                     v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
-                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
+                    d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
                     v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
             for i in range(N):
                 for j in range(N):
                     a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
     o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
-    o.data.materials.append(leaf2)
-    for p in o.data.polygons:
-        if random.random()<.20:p.material_index=1
-    # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
-    for i in range(35):
-        a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77
-        x,y=r*math.cos(a),r*math.sin(a)
-        if abs(x)<.56:x*=1.25
-        if abs(y)<.56:y*=1.25
-        vv=[(x-.027,y,z),(x,y-.018,z+.026),(x+.028,y,z+.012),(x,y+.018,z-.014)]
-        mesh('Edge leaf',vv,[(0,1,2),(0,2,3)],leaf2,True)
+    # Shared boundary coordinates and welded normals prevent cracks at cube-face seams.
+    import bmesh
+    bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.00001)
+    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free();o.data.update()
+    # Small convex leaf diamonds sit on the shrub surface, including the top silhouette.
+    for i in range(240):
+        axis=random.choice([0,1,2,2]);sign=1 if axis==2 else random.choice([-1,1])
+        q=[random.uniform(-1,1) for _ in range(3)];q[axis]=sign
+        v=Vector(q);inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
+        d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
+        n=Vector((v.x-inner.x,v.y-inner.y,(v.z-inner.z)*1.4)).normalized()
+        v+=v.normalized()*d;center=Vector((v.x*.79,v.y*.79,.74+v.z*.56))+n*.008
+        a=n.cross(Vector((0,1,0)) if abs(n.z)>.8 else Vector((0,0,1))).normalized();b=n.cross(a).normalized()
+        angle=random.uniform(0,math.tau);u=a*math.cos(angle)+b*math.sin(angle);w=n.cross(u)
+        length=random.uniform(.034,.052);width=length*.55
+        vv=[center-u*length,center+w*width,center+u*length,center-w*width,center+n*.008]
+        mesh('Boxwood leaf',vv,[(0,1,4),(1,2,4),(2,3,4),(3,0,4)],leaf2 if i%3 else leaf,True)
 
 BUILDERS={'street-sweeper':sweeper,'tram':tram,'raft-2':lambda:raft(4),'raft-3':lambda:raft(6),'raft-4':lambda:raft(8),'lily-pad':lily,'donut':donut,'tram-signal':signal,'bench':bench,'hedge':hedge}
 DESCS={

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/bin/bash -lc 'timeout 60 scp build_street.py gex44:/root/hop-street/build_street.py' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 851ms:
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/bin/bash -lc 'timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-street/build_street.py -- hedge > hedge-final-build.log 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
diff --git a/jobs/hop-street-v1/build_street.py b/jobs/hop-street-v1/build_street.py
index 51ba46adc05dff23097630ef30649984ee6cb7e8..20189067ab6c7544305d5e42c1e645ef30628cdc
--- a/jobs/hop-street-v1/build_street.py
+++ b/jobs/hop-street-v1/build_street.py
@@ -337,10 +337,16 @@
     for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
 
 def tube_path(name,points,r,m,sides=6):
-    verts=[]
+    verts=[]; previous=None
     for i,p in enumerate(points):
         p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
-        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
+        tang.normalize()
+        if previous is None:
+            up=min((Vector((1,0,0)),Vector((0,1,0)),Vector((0,0,1))),key=lambda u:abs(tang.dot(u)))
+            a=(up-tang*up.dot(tang)).normalized()
+        else:
+            a=(previous-tang*previous.dot(tang)).normalized()
+        b=tang.cross(a).normalized();previous=a
         verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
     faces=[]
     for i in range(len(points)-1):
@@ -479,7 +485,7 @@
         tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
         for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
         for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
-    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
+    rod('Underseat stretcher',(-.66,.31,.25),(.66,.31,.25),.025,green,8)
 
 def hedge():
     leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
@@ -497,23 +503,29 @@
                 for j in range(N+1):
                     q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                     v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
-                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
+                    d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
                     v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
             for i in range(N):
                 for j in range(N):
                     a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
     o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
-    o.data.materials.append(leaf2)
-    for p in o.data.polygons:
-        if random.random()<.20:p.material_index=1
-    # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
-    for i in range(35):
-        a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77
-        x,y=r*math.cos(a),r*math.sin(a)
-        if abs(x)<.56:x*=1.25
-        if abs(y)<.56:y*=1.25
-        vv=[(x-.027,y,z),(x,y-.018,z+.026),(x+.028,y,z+.012),(x,y+.018,z-.014)]
-        mesh('Edge leaf',vv,[(0,1,2),(0,2,3)],leaf2,True)
+    # Shared boundary coordinates and welded normals prevent cracks at cube-face seams.
+    import bmesh
+    bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.00001)
+    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free();o.data.update()
+    # Small convex leaf diamonds sit on the shrub surface, including the top silhouette.
+    for i in range(240):
+        axis=random.choice([0,1,2,2]);sign=1 if axis==2 else random.choice([-1,1])
+        q=[random.uniform(-1,1) for _ in range(3)];q[axis]=sign
+        v=Vector(q);inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
+        d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
+        n=Vector((v.x-inner.x,v.y-inner.y,(v.z-inner.z)*1.4)).normalized()
+        v+=v.normalized()*d;center=Vector((v.x*.79,v.y*.79,.74+v.z*.56))+n*.008
+        a=n.cross(Vector((0,1,0)) if abs(n.z)>.8 else Vector((0,0,1))).normalized();b=n.cross(a).normalized()
+        angle=random.uniform(0,math.tau);u=a*math.cos(angle)+b*math.sin(angle);w=n.cross(u)
+        length=random.uniform(.034,.052);width=length*.55
+        vv=[center-u*length,center+w*width,center+u*length,center-w*width,center+n*.008]
+        mesh('Boxwood leaf',vv,[(0,1,4),(1,2,4),(2,3,4),(3,0,4)],leaf2 if i%3 else leaf,True)
 
 BUILDERS={'street-sweeper':sweeper,'tram':tram,'raft-2':lambda:raft(4),'raft-3':lambda:raft(6),'raft-4':lambda:raft(8),'lily-pad':lily,'donut':donut,'tram-signal':signal,'bench':bench,'hedge':hedge}
 DESCS={

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/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
p=Path('build_street.py');s=p.read_text().replace(\"2.7 if max(hi-lo)>1 else .8\", \"2.7 if max(hi-lo)>1 else 3.1\").replace('for the close-up doughnut it extends beyond the frame.', 'the doughnut game view includes the complete square, while its side view is a close-up.')
p.write_text(s)
PY
TZ=Europe/Paris date" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
Mon Oct 12 20:03:40 CEST 2026

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exec
/bin/bash -lc 'tail -4 hedge-final-build.log' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
00:14.896  render           | Saved: '/root/hop-street/hedge-side.png'
DELIVERED hedge

Blender quit

diff --git a/jobs/hop-street-v1/build_street.py b/jobs/hop-street-v1/build_street.py
index 51ba46adc05dff23097630ef30649984ee6cb7e8..20189067ab6c7544305d5e42c1e645ef30628cdc
--- a/jobs/hop-street-v1/build_street.py
+++ b/jobs/hop-street-v1/build_street.py
@@ -337,10 +337,16 @@
     for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
 
 def tube_path(name,points,r,m,sides=6):
-    verts=[]
+    verts=[]; previous=None
     for i,p in enumerate(points):
         p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
-        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
+        tang.normalize()
+        if previous is None:
+            up=min((Vector((1,0,0)),Vector((0,1,0)),Vector((0,0,1))),key=lambda u:abs(tang.dot(u)))
+            a=(up-tang*up.dot(tang)).normalized()
+        else:
+            a=(previous-tang*previous.dot(tang)).normalized()
+        b=tang.cross(a).normalized();previous=a
         verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
     faces=[]
     for i in range(len(points)-1):
@@ -479,7 +485,7 @@
         tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
         for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
         for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
-    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
+    rod('Underseat stretcher',(-.66,.31,.25),(.66,.31,.25),.025,green,8)
 
 def hedge():
     leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
@@ -497,23 +503,29 @@
                 for j in range(N+1):
                     q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                     v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
-                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
+                    d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
                     v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
             for i in range(N):
                 for j in range(N):
                     a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
     o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
-    o.data.materials.append(leaf2)
-    for p in o.data.polygons:
-        if random.random()<.20:p.material_index=1
-    # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
-    for i in range(35):
-        a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77
-        x,y=r*math.cos(a),r*math.sin(a)
-        if abs(x)<.56:x*=1.25
-        if abs(y)<.56:y*=1.25
-        vv=[(x-.027,y,z),(x,y-.018,z+.026),(x+.028,y,z+.012),(x,y+.018,z-.014)]
-        mesh('Edge leaf',vv,[(0,1,2),(0,2,3)],leaf2,True)
+    # Shared boundary coordinates and welded normals prevent cracks at cube-face seams.
+    import bmesh
+    bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.00001)
+    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free();o.data.update()
+    # Small convex leaf diamonds sit on the shrub surface, including the top silhouette.
+    for i in range(240):
+        axis=random.choice([0,1,2,2]);sign=1 if axis==2 else random.choice([-1,1])
+        q=[random.uniform(-1,1) for _ in range(3)];q[axis]=sign
+        v=Vector(q);inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
+        d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
+        n=Vector((v.x-inner.x,v.y-inner.y,(v.z-inner.z)*1.4)).normalized()
+        v+=v.normalized()*d;center=Vector((v.x*.79,v.y*.79,.74+v.z*.56))+n*.008
+        a=n.cross(Vector((0,1,0)) if abs(n.z)>.8 else Vector((0,0,1))).normalized();b=n.cross(a).normalized()
+        angle=random.uniform(0,math.tau);u=a*math.cos(angle)+b*math.sin(angle);w=n.cross(u)
+        length=random.uniform(.034,.052);width=length*.55
+        vv=[center-u*length,center+w*width,center+u*length,center-w*width,center+n*.008]
+        mesh('Boxwood leaf',vv,[(0,1,4),(1,2,4),(2,3,4),(3,0,4)],leaf2 if i%3 else leaf,True)
 
 BUILDERS={'street-sweeper':sweeper,'tram':tram,'raft-2':lambda:raft(4),'raft-3':lambda:raft(6),'raft-4':lambda:raft(8),'lily-pad':lily,'donut':donut,'tram-signal':signal,'bench':bench,'hedge':hedge}
 DESCS={

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exec
/bin/bash -lc "timeout 60 scp 'gex44:/root/hop-street/hedge*' gex44:/root/hop-street/lineup.png gex44:/root/hop-street/street.json ." in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 4857ms:
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exec
/bin/bash -lc "forge-agent run --harness claude --model sonnet --purpose hop-street-visual-critic --repo /home/claude-agent/forge-build/forge-assets --timeout 300 --task 'Read-only independent visual review. Do not edit or delegate. Open actual images in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1/: city-look.png, lineup.png, hedge.png, bench-side.png, donut-side.png, street-sweeper.png, tram.png and tram-signal.png. You must use image-reading capability; if unavailable return BLOCKED. These are Cycles renders of reimported GLBs for a phone Crossy Road style city game: realistic proportions, clean mildly toy-like, identity colour on top, baked PBR. Bounds and budgets already validated. Targets: orange municipal sweeper with brushes; cream teal articulated tram; 3 wood plank rafts; notched lily pink flower; pink donut; twin red tram crossing lamps; green framed wood bench; rounded trimmed green hedge stone kerb. Current revision, no matched baseline except review-baseline/bench-side.png and hedge.png if useful. At most five findings with stable IDs, actual evidence file and region, visible symptom, suggested correction, measurable acceptance, verdict PASS/REVISE/BLOCKED. Focus defects at game scale not adding scope. Do not infer runtime FPS/material parity from offline renders. The next clean rebuild will fix ground clipping in early side previews and make the donut game view show the full 2m square, so do not flag those already scheduled changes. Report concise findings to stdout only.' > critic-review.txt 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
diff --git a/jobs/hop-street-v1/build_street.py b/jobs/hop-street-v1/build_street.py
index 51ba46adc05dff23097630ef30649984ee6cb7e8..20189067ab6c7544305d5e42c1e645ef30628cdc
--- a/jobs/hop-street-v1/build_street.py
+++ b/jobs/hop-street-v1/build_street.py
@@ -337,10 +337,16 @@
     for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
 
 def tube_path(name,points,r,m,sides=6):
-    verts=[]
+    verts=[]; previous=None
     for i,p in enumerate(points):
         p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
-        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
+        tang.normalize()
+        if previous is None:
+            up=min((Vector((1,0,0)),Vector((0,1,0)),Vector((0,0,1))),key=lambda u:abs(tang.dot(u)))
+            a=(up-tang*up.dot(tang)).normalized()
+        else:
+            a=(previous-tang*previous.dot(tang)).normalized()
+        b=tang.cross(a).normalized();previous=a
         verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
     faces=[]
     for i in range(len(points)-1):
@@ -479,7 +485,7 @@
         tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
         for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
         for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
-    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
+    rod('Underseat stretcher',(-.66,.31,.25),(.66,.31,.25),.025,green,8)
 
 def hedge():
     leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
@@ -497,23 +503,29 @@
                 for j in range(N+1):
                     q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                     v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
-                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
+                    d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
                     v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
             for i in range(N):
                 for j in range(N):
                     a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
     o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
-    o.data.materials.append(leaf2)
-    for p in o.data.polygons:
-        if random.random()<.20:p.material_index=1
-    # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
-    for i in range(35):
-        a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77
-        x,y=r*math.cos(a),r*math.sin(a)
-        if abs(x)<.56:x*=1.25
-        if abs(y)<.56:y*=1.25
-        vv=[(x-.027,y,z),(x,y-.018,z+.026),(x+.028,y,z+.012),(x,y+.018,z-.014)]
-        mesh('Edge leaf',vv,[(0,1,2),(0,2,3)],leaf2,True)
+    # Shared boundary coordinates and welded normals prevent cracks at cube-face seams.
+    import bmesh
+    bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.00001)
+    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free();o.data.update()
+    # Small convex leaf diamonds sit on the shrub surface, including the top silhouette.
+    for i in range(240):
+        axis=random.choice([0,1,2,2]);sign=1 if axis==2 else random.choice([-1,1])
+        q=[random.uniform(-1,1) for _ in range(3)];q[axis]=sign
+        v=Vector(q);inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
+        d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
+        n=Vector((v.x-inner.x,v.y-inner.y,(v.z-inner.z)*1.4)).normalized()
+        v+=v.normalized()*d;center=Vector((v.x*.79,v.y*.79,.74+v.z*.56))+n*.008
+        a=n.cross(Vector((0,1,0)) if abs(n.z)>.8 else Vector((0,0,1))).normalized();b=n.cross(a).normalized()
+        angle=random.uniform(0,math.tau);u=a*math.cos(angle)+b*math.sin(angle);w=n.cross(u)
+        length=random.uniform(.034,.052);width=length*.55
+        vv=[center-u*length,center+w*width,center+u*length,center-w*width,center+n*.008]
+        mesh('Boxwood leaf',vv,[(0,1,4),(1,2,4),(2,3,4),(3,0,4)],leaf2 if i%3 else leaf,True)
 
 BUILDERS={'street-sweeper':sweeper,'tram':tram,'raft-2':lambda:raft(4),'raft-3':lambda:raft(6),'raft-4':lambda:raft(8),'lily-pad':lily,'donut':donut,'tram-signal':signal,'bench':bench,'hedge':hedge}
 DESCS={

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/bin/bash -lc 'python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py hedge.glb --strict > hedge-audit.json
python3 /home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py bench.glb --strict > bench-audit.json
timeout 60 scp build_street.py gex44:/root/hop-street/build_street.py' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 1256ms:
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/bin/bash -lc 'timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-street/build_street.py -- all > clean-build.log 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
diff --git a/jobs/hop-street-v1/build_street.py b/jobs/hop-street-v1/build_street.py
index 51ba46adc05dff23097630ef30649984ee6cb7e8..20189067ab6c7544305d5e42c1e645ef30628cdc
--- a/jobs/hop-street-v1/build_street.py
+++ b/jobs/hop-street-v1/build_street.py
@@ -337,10 +337,16 @@
     for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
 
 def tube_path(name,points,r,m,sides=6):
-    verts=[]
+    verts=[]; previous=None
     for i,p in enumerate(points):
         p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
-        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
+        tang.normalize()
+        if previous is None:
+            up=min((Vector((1,0,0)),Vector((0,1,0)),Vector((0,0,1))),key=lambda u:abs(tang.dot(u)))
+            a=(up-tang*up.dot(tang)).normalized()
+        else:
+            a=(previous-tang*previous.dot(tang)).normalized()
+        b=tang.cross(a).normalized();previous=a
         verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
     faces=[]
     for i in range(len(points)-1):
@@ -479,7 +485,7 @@
         tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
         for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
         for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
-    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
+    rod('Underseat stretcher',(-.66,.31,.25),(.66,.31,.25),.025,green,8)
 
 def hedge():
     leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
@@ -497,23 +503,29 @@
                 for j in range(N+1):
                     q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                     v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
-                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
+                    d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
                     v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
             for i in range(N):
                 for j in range(N):
                     a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
     o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
-    o.data.materials.append(leaf2)
-    for p in o.data.polygons:
-        if random.random()<.20:p.material_index=1
-    # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
-    for i in range(35):
-        a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77
-        x,y=r*math.cos(a),r*math.sin(a)
-        if abs(x)<.56:x*=1.25
-        if abs(y)<.56:y*=1.25
-        vv=[(x-.027,y,z),(x,y-.018,z+.026),(x+.028,y,z+.012),(x,y+.018,z-.014)]
-        mesh('Edge leaf',vv,[(0,1,2),(0,2,3)],leaf2,True)
+    # Shared boundary coordinates and welded normals prevent cracks at cube-face seams.
+    import bmesh
+    bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.00001)
+    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free();o.data.update()
+    # Small convex leaf diamonds sit on the shrub surface, including the top silhouette.
+    for i in range(240):
+        axis=random.choice([0,1,2,2]);sign=1 if axis==2 else random.choice([-1,1])
+        q=[random.uniform(-1,1) for _ in range(3)];q[axis]=sign
+        v=Vector(q);inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
+        d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
+        n=Vector((v.x-inner.x,v.y-inner.y,(v.z-inner.z)*1.4)).normalized()
+        v+=v.normalized()*d;center=Vector((v.x*.79,v.y*.79,.74+v.z*.56))+n*.008
+        a=n.cross(Vector((0,1,0)) if abs(n.z)>.8 else Vector((0,0,1))).normalized();b=n.cross(a).normalized()
+        angle=random.uniform(0,math.tau);u=a*math.cos(angle)+b*math.sin(angle);w=n.cross(u)
+        length=random.uniform(.034,.052);width=length*.55
+        vv=[center-u*length,center+w*width,center+u*length,center-w*width,center+n*.008]
+        mesh('Boxwood leaf',vv,[(0,1,4),(1,2,4),(2,3,4),(3,0,4)],leaf2 if i%3 else leaf,True)
 
 BUILDERS={'street-sweeper':sweeper,'tram':tram,'raft-2':lambda:raft(4),'raft-3':lambda:raft(6),'raft-4':lambda:raft(8),'lily-pad':lily,'donut':donut,'tram-signal':signal,'bench':bench,'hedge':hedge}
 DESCS={

 succeeded in 20121ms:
codex
The [hedge](hedge.glb) is ready at 1,948 triangles. All ten pieces are now available. I’ve started a clean rebuild from `build_street.py` and an independent visual review; the rebuild also refreshes the side previews and makes the doughnut’s full 2 m scale square visible.

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exec
/bin/bash -lc 'head -55 hedge-audit.json; tail -10 critic-review.txt; tail -4 clean-build.log; git status --short -- .; df -h /' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
{
  "file": "hedge.glb",
  "sha256": "47b64c8d4ee2e31866e1c74909093a564aa6e5903df65d4b01e636b5c9c1e0d7",
  "bytes": 443000,
  "primitive_count": 1,
  "material_count": 1,
  "embedded_images": 2,
  "external_uris": [],
  "primitives": [
    {
      "mesh": "hedge",
      "primitive": 0,
      "triangles": 1948,
      "zero_area_triangles": 0,
      "nonfinite_attribute_components": 0
    }
  ],
  "duplicate_primitives": [],
  "note": "Mesh-local counts, before node transforms/instances. Degenerate threshold: cross-product magnitude < 1e-12 in asset units squared. Not a source-topology or visual-quality verdict.",
  "triangles": 1948,
  "zero_area_triangles": 0,
  "nonfinite_attribute_components": 0,
  "findings": []
}

--- git diff --stat (/home/claude-agent/forge-build/forge-assets/.forge-worktrees/1791828243-db5b51) ---
(no changes)
{"type": "result", "is_error": false, "result": "**Verdict: REVISE.** I read all eight images. Four findings follow.\n\n**F1 \u2013 Rafts: the three sizes aren't distinct enough (REVISE)**\n- Evidence: `lineup.png`, tiles raft-2, raft-3 and raft-4.\n- Symptom: raft-3 and raft-4 are narrow strips with the same plank colour and the same coil mark. At game scale they read as one object stretched, not three rafts.\n- Fix: vary the plank count, give each a distinct end detail, and add a rope or post accent.\n- Acceptance: at 55\u00b0 and 128 px tile size, a viewer can tell the 4, 6 and 8 m rafts apart without labels. Plank width reads as at least 4 px.\n\n**F2 \u2013 Tram and sweeper: identity colour is weak and the silhouette is thin (REVISE)**\n- Evidence: `tram.png` (whole body); `lineup.png` (tram tile).\n- Symptom:\n  - Cream and teal are present, but the teal is desaturated and sits on a grey-teal ground. Contrast is low.\n  - Body is a plain box with low-contrast windows, and the articulation joint is a dark band.\n  - At 16 m the model is a thin sliver.\n- Fix:\n  - Saturate the teal.\n  - Add a stronger cream roofline or stripe.\n  - Make the window band darker.\n  - Make the joint bellows more visible.\n- Acceptance: the tram's body-to-ground luminance contrast is at least 1.5:1 on the mid-grey ground, and the articulation is visible at 128 px.\n\n**F3 \u2013 Sweeper: brushes are barely readable (REVISE)**\n- Evidence: `street-sweeper.png`, the front-right wheel area at the bottom.\n- Symptom:\n  - The brushes are the key feature, but the orange brush is hidden behind and under the front wheel and the black bumper.\n  - From game view the truck reads as a plain orange box truck.\n  - The cab roof and rear box are flat orange.\n- Fix:\n  - Extend the brushes outward beyond the wheel line, with a dark bristle colour.\n  - Add a hopper or hose detail on the rear.\n- Acceptance: at 55\u00b0, two distinct dark bristle discs are visible outside the wheel silhouette.\n\n**F4 \u2013 Hedge: leaf texture is noisy and the shape is lumpy (REVISE)**\n- Evidence: `hedge.png`, the whole top and front faces; the baseline comparison is not needed.\n- Symptom:\n  - Scattered diamond leaf cards read as confetti or noise, not trimmed foliage.\n  - The body is uneven, with a bulge on the left edge, so it doesn't look like a trimmed hedge.\n  - The kerb is fine.\n- Fix:\n  - Cut the leaf-card count or size, or fold the pattern into the albedo.\n  - Even out the silhouette so the faces are flatter and the corners rounder.\n- Acceptance: at 128 px the top face reads as a uniform green with no isolated bright specks. The silhouette deviates less than 5% from a rounded box.\n\n**Passing (no finding):**\n- Bench: green frame, wood slats and armrests are clear and toy-like (`bench-side.png`, `lineup.png`).\n- Donut: pink icing, sprinkles and a brown base are clear and readable (`donut-side.png`).\n- Lily pad: the notch and pink flower are clear (`lineup.png`).\n- Tram signal: twin red lamps read clearly (`tram-signal.png`). The pole is thin but acceptable.\n\nI did not check runtime FPS or material parity. I did not flag the ground clipping or the donut framing, which are already scheduled.", "modelUsage": {"claude-sonnet-5-5": {"inputTokens": 4, "outputTokens": 1909, "cacheReadInputTokens": 29603, "cacheCreationInputTokens": 28669, "webSearchRequests": 0, "costUSD": 0.0937308, "contextWindow": 1000000, "maxOutputTokens": 128000, "thinkingTokens": 0, "canonicalModel": "claude-sonnet-5-5", "provider": "firstParty", "costBasis": "list"}}, "session_id": "6cbb8eae-9bb4-4b0b-9afc-6cd1ca908361", "worktree": "/home/claude-agent/forge-build/forge-assets/.forge-worktrees/1791828243-db5b51", "branch": "task/1791828243-db5b51", "items": {"num_turns": 9, "subtype": "success"}}
VALIDATED {"slug": "street-sweeper", "glb": "street-sweeper.glb", "size_m": [2.0, 5.0, 2.7], "tris": 4428, "materials": ["Body", "Glass", "Glow"]}
/root/hop-street/build_street.py:268: DeprecationWarning: 'World.use_nodes' is expected to be removed in Blender 6.0
  s.world=bpy.data.worlds.new('Soft daylight');s.world.use_nodes=True;s.world.node_tree.nodes['Background'].inputs[0].default_value=(.65,.73,.85,1);s.world.node_tree.nodes['Background'].inputs[1].default_value=.55
00:08.886  render           | Saved: '/root/hop-street/street-sweeper.png'
?? ./
Filesystem      Size  Used Avail Use% Mounted on
/dev/sda1       150G  136G  7.9G  95% /

diff --git a/jobs/hop-street-v1/build_street.py b/jobs/hop-street-v1/build_street.py
index 51ba46adc05dff23097630ef30649984ee6cb7e8..20189067ab6c7544305d5e42c1e645ef30628cdc
--- a/jobs/hop-street-v1/build_street.py
+++ b/jobs/hop-street-v1/build_street.py
@@ -337,10 +337,16 @@
     for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
 
 def tube_path(name,points,r,m,sides=6):
-    verts=[]
+    verts=[]; previous=None
     for i,p in enumerate(points):
         p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
-        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
+        tang.normalize()
+        if previous is None:
+            up=min((Vector((1,0,0)),Vector((0,1,0)),Vector((0,0,1))),key=lambda u:abs(tang.dot(u)))
+            a=(up-tang*up.dot(tang)).normalized()
+        else:
+            a=(previous-tang*previous.dot(tang)).normalized()
+        b=tang.cross(a).normalized();previous=a
         verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
     faces=[]
     for i in range(len(points)-1):
@@ -479,7 +485,7 @@
         tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
         for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
         for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
-    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
+    rod('Underseat stretcher',(-.66,.31,.25),(.66,.31,.25),.025,green,8)
 
 def hedge():
     leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
@@ -497,23 +503,29 @@
                 for j in range(N+1):
                     q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                     v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
-                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
+                    d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
                     v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
             for i in range(N):
                 for j in range(N):
                     a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
     o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
-    o.data.materials.append(leaf2)
-    for p in o.data.polygons:
-        if random.random()<.20:p.material_index=1
-    # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
-    for i in range(35):
-        a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77
-        x,y=r*math.cos(a),r*math.sin(a)
-        if abs(x)<.56:x*=1.25
-        if abs(y)<.56:y*=1.25
-        vv=[(x-.027,y,z),(x,y-.018,z+.026),(x+.028,y,z+.012),(x,y+.018,z-.014)]
-        mesh('Edge leaf',vv,[(0,1,2),(0,2,3)],leaf2,True)
+    # Shared boundary coordinates and welded normals prevent cracks at cube-face seams.
+    import bmesh
+    bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.00001)
+    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free();o.data.update()
+    # Small convex leaf diamonds sit on the shrub surface, including the top silhouette.
+    for i in range(240):
+        axis=random.choice([0,1,2,2]);sign=1 if axis==2 else random.choice([-1,1])
+        q=[random.uniform(-1,1) for _ in range(3)];q[axis]=sign
+        v=Vector(q);inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
+        d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
+        n=Vector((v.x-inner.x,v.y-inner.y,(v.z-inner.z)*1.4)).normalized()
+        v+=v.normalized()*d;center=Vector((v.x*.79,v.y*.79,.74+v.z*.56))+n*.008
+        a=n.cross(Vector((0,1,0)) if abs(n.z)>.8 else Vector((0,0,1))).normalized();b=n.cross(a).normalized()
+        angle=random.uniform(0,math.tau);u=a*math.cos(angle)+b*math.sin(angle);w=n.cross(u)
+        length=random.uniform(.034,.052);width=length*.55
+        vv=[center-u*length,center+w*width,center+u*length,center-w*width,center+n*.008]
+        mesh('Boxwood leaf',vv,[(0,1,4),(1,2,4),(2,3,4),(3,0,4)],leaf2 if i%3 else leaf,True)
 
 BUILDERS={'street-sweeper':sweeper,'tram':tram,'raft-2':lambda:raft(4),'raft-3':lambda:raft(6),'raft-4':lambda:raft(8),'lily-pad':lily,'donut':donut,'tram-signal':signal,'bench':bench,'hedge':hedge}
 DESCS={

hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "sed -n '97,147p' build_street.py; rg -n 'brush|Brush|wheel|Wheel|hopper|Hopper' build_street.py" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
    return finish_part(o,name,m,True)

def sweeper():
    orange=mat('Enamel orange',(.95,.20,.018),.36,.12,'paint'); dark=mat('Rubber charcoal',(.025,.032,.035),.78)
    steel=mat('Brushed alloy',(.32,.37,.38),.34,.7); white=mat('Ivory stripe',(.88,.89,.83),.4)
    glass,glow=special(); inner=mat('Cab interior',(.035,.073,.085),.65)
    box('Ladder chassis',(0,.1,.52),(1.5,4.6,.27),dark,.06)
    # Broad chamfered cab with sloped panoramic windscreen, short bonnet, upright rear.
    profile('Orange forward cab',[(-2.43,.69),(-2.48,1.12),(-2.34,1.48),(-2.10,2.40),(-1.86,2.52),(-.54,2.52),(-.44,.73)],1.75,orange)
    box('Cab roof',(0,-1.30,2.53),(1.86,1.69,.13),orange,.07)
    # Front glazing seated on the sloped cab skin. Split by a narrow orange mullion.
    for x1,x2 in [(-.77,-.035),(.035,.77)]:
        pts=[(x1,-2.331,1.56),(x2,-2.331,1.56),(x2,-2.13,2.31),(x1,-2.13,2.31)]
        mesh('Windscreen dark interior',pts,[(0,1,2,3)],inner)
        mesh('Windscreen glass',[(x,y-.009,z) for x,y,z in pts],[(0,1,2,3)],glass)
    for s in [-1,1]:
        x=s*.882
        pts=[(x,-2.06,1.56),(x,-1.91,2.31),(x,-.69,2.31),(x,-.64,1.56)]
        mesh('Door glass backing',pts,[(0,1,2,3)],inner)
        mesh('Door glass',[(x+s*.009,y,z) for x,y,z in pts],[(0,1,2,3)],glass)
        box('Door white stripe',(s*.888,-1.37,1.35),(.014,1.5,.14),white,.005)
        box('Door handle',(s*.91,-.83,1.52),(.045,.21,.045),dark,.01)
        rod('Mirror arm',(s*.8,-1.96,1.65),(s*.985,-2.04,1.95),.023,steel)
        box('Mirror',(s*.99,-2.05,2.0),(.09,.18,.26),dark,.025)
        box('Boarding step',(s*.87,-.85,.65),(.22,.55,.1),steel,.02)
    box('Hopper lower shell',(0,1.06,1.18),(1.88,2.62,.91),orange,.11)
    profile('Hopper shoulder',[(-.24,1.4),(-.16,2.43),(.1,2.56),(2.19,2.56),(2.43,2.17),(2.43,1.4)],1.88,orange)
    box('Hopper lid',(0,1.07,2.58),(1.63,2.35,.075),orange,.045)
    for s in [-1,1]:
        box('Long white service stripe',(s*.946,1.13,1.50),(.02,2.35,.20),white,.005)
        box('Hopper service door',(s*.951,1.15,1.95),(.022,1.56,.51),orange,.035)
        for yy in [.52,.65,.78,.91,1.04]:box('Vent slot',(s*.967,yy,2.05),(.012,.045,.28),dark,.005)
        for yy in [.37,1.95]:box('Hopper latch',(s*.98,yy,1.57),(.03,.1,.27),steel,.012)
    # Four black pneumatic tyres and recessed metal wheel hubs.
    for x in [-.79,.79]:
        for y in [-1.46,1.58]:
            torus('Tyre',(x,y,.46),.335,.12,dark,20,6,(0,math.pi/2,0))
            cyl('Wheel hub',(x+(.065 if x>0 else -.065),y,.46),.255,.15,steel,16,'X')
            cyl('Hub centre',(x+(.15 if x>0 else -.15),y,.46),.115,.02,dark,12,'X')
    box('Front bumper',(0,-2.43,.72),(1.85,.18,.2),dark,.045)
    box('Front grille',(0,-2.47,1.10),(.67,.05,.31),dark,.025)
    for z in [.99,1.08,1.17]:box('Grille slat',(0,-2.504,z),(.6,.012,.016),steel,.003)
    for s in [-1,1]:
        box('Headlight surround',(s*.65,-2.415,1.16),(.34,.075,.22),white,.035)
        box('Headlight',(s*.65,-2.46,1.17),(.24,.017,.13),glow,.025)
        # Side brushes flare beyond the body, a ring of individual bristle tufts.
        cx=s*.66; cy=-2.05
        rod('Brush hydraulic arm',(s*.58,-1.5,.62),(cx,cy,.29),.052,steel)
        cyl('Brush bristle skirt',(cx,cy,.15),.37,.21,dark,24,r2=.29)
        cyl('Orange brush disc',(cx,cy,.27),.295,.065,orange,24)
        for j in range(20):
101:    steel=mat('Brushed alloy',(.32,.37,.38),.34,.7); white=mat('Ivory stripe',(.88,.89,.83),.4)
122:    box('Hopper lower shell',(0,1.06,1.18),(1.88,2.62,.91),orange,.11)
123:    profile('Hopper shoulder',[(-.24,1.4),(-.16,2.43),(.1,2.56),(2.19,2.56),(2.43,2.17),(2.43,1.4)],1.88,orange)
124:    box('Hopper lid',(0,1.07,2.58),(1.63,2.35,.075),orange,.045)
127:        box('Hopper service door',(s*.951,1.15,1.95),(.022,1.56,.51),orange,.035)
129:        for yy in [.37,1.95]:box('Hopper latch',(s*.98,yy,1.57),(.03,.1,.27),steel,.012)
130:    # Four black pneumatic tyres and recessed metal wheel hubs.
134:            cyl('Wheel hub',(x+(.065 if x>0 else -.065),y,.46),.255,.15,steel,16,'X')
142:        # Side brushes flare beyond the body, a ring of individual bristle tufts.
144:        rod('Brush hydraulic arm',(s*.58,-1.5,.62),(cx,cy,.29),.052,steel)
145:        cyl('Brush bristle skirt',(cx,cy,.15),.37,.21,dark,24,r2=.29)
146:        cyl('Orange brush disc',(cx,cy,.27),.295,.065,orange,24)
322:                    cyl('Rail wheel',(x,sign*y+off,.31),.31,.16,rubber,12,'X')
323:                    cyl('Wheel alloy inset',(x+( .09 if x>0 else -.09),sign*y+off,.31),.17,.025,metal,12,'X')
532: 'street-sweeper':('Municipal chaser with hopper, front brushes and amber beacon','orange with white stripe'),
550:      'Each asset has one mesh, one baked Body material, and optional Glass/Glow. Body has a 512×512 RGB albedo and a 512×512 packed roughness/metallic image (R=1, G=roughness, B=metallic). The exporter binds G/B as glTF metallicRoughnessTexture. Geometry carries bevels, leaf veins, planks, brush tufts and other silhouette detail. Glass is alpha BLEND at 0.35; Glow is untextured emission.',

diff --git a/jobs/hop-street-v1/build_street.py b/jobs/hop-street-v1/build_street.py
index 51ba46adc05dff23097630ef30649984ee6cb7e8..20189067ab6c7544305d5e42c1e645ef30628cdc
--- a/jobs/hop-street-v1/build_street.py
+++ b/jobs/hop-street-v1/build_street.py
@@ -337,10 +337,16 @@
     for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
 
 def tube_path(name,points,r,m,sides=6):
-    verts=[]
+    verts=[]; previous=None
     for i,p in enumerate(points):
         p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
-        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
+        tang.normalize()
+        if previous is None:
+            up=min((Vector((1,0,0)),Vector((0,1,0)),Vector((0,0,1))),key=lambda u:abs(tang.dot(u)))
+            a=(up-tang*up.dot(tang)).normalized()
+        else:
+            a=(previous-tang*previous.dot(tang)).normalized()
+        b=tang.cross(a).normalized();previous=a
         verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
     faces=[]
     for i in range(len(points)-1):
@@ -479,7 +485,7 @@
         tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
         for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
         for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
-    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
+    rod('Underseat stretcher',(-.66,.31,.25),(.66,.31,.25),.025,green,8)
 
 def hedge():
     leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
@@ -497,23 +503,29 @@
                 for j in range(N+1):
                     q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                     v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
-                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
+                    d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
                     v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
             for i in range(N):
                 for j in range(N):
                     a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
     o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
-    o.data.materials.append(leaf2)
-    for p in o.data.polygons:
-        if random.random()<.20:p.material_index=1
-    # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
-    for i in range(35):
-        a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77
-        x,y=r*math.cos(a),r*math.sin(a)
-        if abs(x)<.56:x*=1.25
-        if abs(y)<.56:y*=1.25
-        vv=[(x-.027,y,z),(x,y-.018,z+.026),(x+.028,y,z+.012),(x,y+.018,z-.014)]
-        mesh('Edge leaf',vv,[(0,1,2),(0,2,3)],leaf2,True)
+    # Shared boundary coordinates and welded normals prevent cracks at cube-face seams.
+    import bmesh
+    bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.00001)
+    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free();o.data.update()
+    # Small convex leaf diamonds sit on the shrub surface, including the top silhouette.
+    for i in range(240):
+        axis=random.choice([0,1,2,2]);sign=1 if axis==2 else random.choice([-1,1])
+        q=[random.uniform(-1,1) for _ in range(3)];q[axis]=sign
+        v=Vector(q);inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
+        d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
+        n=Vector((v.x-inner.x,v.y-inner.y,(v.z-inner.z)*1.4)).normalized()
+        v+=v.normalized()*d;center=Vector((v.x*.79,v.y*.79,.74+v.z*.56))+n*.008
+        a=n.cross(Vector((0,1,0)) if abs(n.z)>.8 else Vector((0,0,1))).normalized();b=n.cross(a).normalized()
+        angle=random.uniform(0,math.tau);u=a*math.cos(angle)+b*math.sin(angle);w=n.cross(u)
+        length=random.uniform(.034,.052);width=length*.55
+        vv=[center-u*length,center+w*width,center+u*length,center-w*width,center+n*.008]
+        mesh('Boxwood leaf',vv,[(0,1,4),(1,2,4),(2,3,4),(3,0,4)],leaf2 if i%3 else leaf,True)
 
 BUILDERS={'street-sweeper':sweeper,'tram':tram,'raft-2':lambda:raft(4),'raft-3':lambda:raft(6),'raft-4':lambda:raft(8),'lily-pad':lily,'donut':donut,'tram-signal':signal,'bench':bench,'hedge':hedge}
 DESCS={

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc 'tail -5 clean-build.log; TZ=Europe/Paris date' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
20:04:49 | INFO: Data are loaded, start creating Blender stuff
20:04:49 | INFO: Blender create Mesh node raft-2
20:04:49 | INFO: glTF import finished in 0.01s
VALIDATED {"slug": "raft-2", "glb": "raft-2.glb", "size_m": [4.0, 1.8, 0.45], "tris": 2166, "materials": ["Body"]}
00:41.183  render           | Saved: '/root/hop-street/raft-2.png'
Mon Oct 12 20:04:57 CEST 2026

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
apply patch
patch: completed
/home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1/build_street.py
diff --git a/jobs/hop-street-v1/build_street.py b/jobs/hop-street-v1/build_street.py
index 51ba46adc05dff23097630ef30649984ee6cb7e8..ea4ae1b060375517c87c6615152fc790ffe54a9b
--- a/jobs/hop-street-v1/build_street.py
+++ b/jobs/hop-street-v1/build_street.py
@@ -140,7 +140,7 @@
         box('Headlight surround',(s*.65,-2.415,1.16),(.34,.075,.22),white,.035)
         box('Headlight',(s*.65,-2.46,1.17),(.24,.017,.13),glow,.025)
         # Side brushes flare beyond the body, a ring of individual bristle tufts.
-        cx=s*.66; cy=-2.05
+        cx=s*.87; cy=-2.40
         rod('Brush hydraulic arm',(s*.58,-1.5,.62),(cx,cy,.29),.052,steel)
         cyl('Brush bristle skirt',(cx,cy,.15),.37,.21,dark,24,r2=.29)
         cyl('Orange brush disc',(cx,cy,.27),.295,.065,orange,24)
@@ -229,7 +229,7 @@
     inv=cam.rotation_euler.to_matrix().transposed(); pts=[inv@(Vector(v)-center) for v in ob.bound_box]
     aspect=s.render.resolution_x/s.render.resolution_y
     cam.data.ortho_scale=max(max(p.x for p in pts)-min(p.x for p in pts),(max(p.y for p in pts)-min(p.y for p in pts))*aspect)*1.25
-    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else .8)
+    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else 3.1)
     if side:cam.location=center+d*max(40,cam.data.ortho_scale*22)
     s.render.film_transparent=False
 
@@ -337,10 +337,16 @@
     for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
 
 def tube_path(name,points,r,m,sides=6):
-    verts=[]
+    verts=[]; previous=None
     for i,p in enumerate(points):
         p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
-        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
+        tang.normalize()
+        if previous is None:
+            up=min((Vector((1,0,0)),Vector((0,1,0)),Vector((0,0,1))),key=lambda u:abs(tang.dot(u)))
+            a=(up-tang*up.dot(tang)).normalized()
+        else:
+            a=(previous-tang*previous.dot(tang)).normalized()
+        b=tang.cross(a).normalized();previous=a
         verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
     faces=[]
     for i in range(len(points)-1):
@@ -479,7 +485,7 @@
         tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
         for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
         for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
-    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
+    rod('Underseat stretcher',(-.66,.31,.25),(.66,.31,.25),.025,green,8)
 
 def hedge():
     leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
@@ -497,23 +503,29 @@
                 for j in range(N+1):
                     q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                     v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
-                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
+                    d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
                     v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
             for i in range(N):
                 for j in range(N):
                     a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
     o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
-    o.data.materials.append(leaf2)
-    for p in o.data.polygons:
-        if random.random()<.20:p.material_index=1
-    # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
-    for i in range(35):
-        a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77
-        x,y=r*math.cos(a),r*math.sin(a)
-        if abs(x)<.56:x*=1.25
-        if abs(y)<.56:y*=1.25
-        vv=[(x-.027,y,z),(x,y-.018,z+.026),(x+.028,y,z+.012),(x,y+.018,z-.014)]
-        mesh('Edge leaf',vv,[(0,1,2),(0,2,3)],leaf2,True)
+    # Shared boundary coordinates and welded normals prevent cracks at cube-face seams.
+    import bmesh
+    bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.00001)
+    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free();o.data.update()
+    # Small convex leaf diamonds sit on the shrub surface, including the top silhouette.
+    for i in range(240):
+        axis=random.choice([0,1,2,2]);sign=1 if axis==2 else random.choice([-1,1])
+        q=[random.uniform(-1,1) for _ in range(3)];q[axis]=sign
+        v=Vector(q);inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
+        d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
+        n=Vector((v.x-inner.x,v.y-inner.y,(v.z-inner.z)*1.4)).normalized()
+        v+=v.normalized()*d;center=Vector((v.x*.79,v.y*.79,.74+v.z*.56))+n*.008
+        a=n.cross(Vector((0,1,0)) if abs(n.z)>.8 else Vector((0,0,1))).normalized();b=n.cross(a).normalized()
+        angle=random.uniform(0,math.tau);u=a*math.cos(angle)+b*math.sin(angle);w=n.cross(u)
+        length=random.uniform(.034,.052);width=length*.55
+        vv=[center-u*length,center+w*width,center+u*length,center-w*width,center+n*.008]
+        mesh('Boxwood leaf',vv,[(0,1,4),(1,2,4),(2,3,4),(3,0,4)],leaf2 if i%3 else leaf,True)
 
 BUILDERS={'street-sweeper':sweeper,'tram':tram,'raft-2':lambda:raft(4),'raft-3':lambda:raft(6),'raft-4':lambda:raft(8),'lily-pad':lily,'donut':donut,'tram-signal':signal,'bench':bench,'hedge':hedge}
 DESCS={
@@ -537,7 +549,7 @@
       '`blender -b --python-exit-code 1 --python build_street.py -- all` rebuilds every asset from an empty scene, bakes and exports, re-imports each GLB into a fresh scene, checks bounds/origin/materials/triangles/file size, and renders the actual imported mesh. A slug instead of `all` builds only that asset. `lineup` only assembles the existing previews.',
       'Each asset has one mesh, one baked Body material, and optional Glass/Glow. Body has a 512×512 RGB albedo and a 512×512 packed roughness/metallic image (R=1, G=roughness, B=metallic). The exporter binds G/B as glTF metallicRoughnessTexture. Geometry carries bevels, leaf veins, planks, brush tufts and other silhouette detail. Glass is alpha BLEND at 0.35; Glow is untextured emission.',
       'Texture provenance: original Blender procedural nodes, baked with Cycles EMIT at 8 samples and 5 px dilation. No Poly Haven texture IDs used; no external image sources. Albedo contains material colour variation, not directional lighting. The packed map contains material roughness/metallic, not a baked AO pass. No normal map is needed for this low-poly geometry.',
-      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; for the close-up doughnut it extends beyond the frame. Preview lights, cameras, ground and grid are not exported.',
+      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; the doughnut game view includes the complete square, while its side view is a close-up. Preview lights, cameras, ground and grid are not exported.',
       '`lineup.png` is a 1600×800 contact lineup of those same game-view renders, independently framed for readable comparison; the labels give real dimensions. It is not a common-scale scene. The lineup compositor uses system Python 3 with Pillow; all modeling, baking, export and rendering use bpy.',
       'Per-piece `*-validation.json` records the fresh Blender import. `*-audit.json` is the independent serialized-GLB audit (zero degenerate triangles, finite attributes, embedded textures). Runtime three.js draw calls and FPS are not measured by this asset worker.',
       '', '## What still looks weak','',

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc 'mkdir -p review-brush-baseline
cp street-sweeper.png street-sweeper-side.png review-brush-baseline/' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
diff --git a/jobs/hop-street-v1/build_street.py b/jobs/hop-street-v1/build_street.py
index 51ba46adc05dff23097630ef30649984ee6cb7e8..ea4ae1b060375517c87c6615152fc790ffe54a9b
--- a/jobs/hop-street-v1/build_street.py
+++ b/jobs/hop-street-v1/build_street.py
@@ -140,7 +140,7 @@
         box('Headlight surround',(s*.65,-2.415,1.16),(.34,.075,.22),white,.035)
         box('Headlight',(s*.65,-2.46,1.17),(.24,.017,.13),glow,.025)
         # Side brushes flare beyond the body, a ring of individual bristle tufts.
-        cx=s*.66; cy=-2.05
+        cx=s*.87; cy=-2.40
         rod('Brush hydraulic arm',(s*.58,-1.5,.62),(cx,cy,.29),.052,steel)
         cyl('Brush bristle skirt',(cx,cy,.15),.37,.21,dark,24,r2=.29)
         cyl('Orange brush disc',(cx,cy,.27),.295,.065,orange,24)
@@ -229,7 +229,7 @@
     inv=cam.rotation_euler.to_matrix().transposed(); pts=[inv@(Vector(v)-center) for v in ob.bound_box]
     aspect=s.render.resolution_x/s.render.resolution_y
     cam.data.ortho_scale=max(max(p.x for p in pts)-min(p.x for p in pts),(max(p.y for p in pts)-min(p.y for p in pts))*aspect)*1.25
-    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else .8)
+    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else 3.1)
     if side:cam.location=center+d*max(40,cam.data.ortho_scale*22)
     s.render.film_transparent=False
 
@@ -337,10 +337,16 @@
     for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
 
 def tube_path(name,points,r,m,sides=6):
-    verts=[]
+    verts=[]; previous=None
     for i,p in enumerate(points):
         p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
-        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
+        tang.normalize()
+        if previous is None:
+            up=min((Vector((1,0,0)),Vector((0,1,0)),Vector((0,0,1))),key=lambda u:abs(tang.dot(u)))
+            a=(up-tang*up.dot(tang)).normalized()
+        else:
+            a=(previous-tang*previous.dot(tang)).normalized()
+        b=tang.cross(a).normalized();previous=a
         verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
     faces=[]
     for i in range(len(points)-1):
@@ -479,7 +485,7 @@
         tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
         for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
         for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
-    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
+    rod('Underseat stretcher',(-.66,.31,.25),(.66,.31,.25),.025,green,8)
 
 def hedge():
     leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
@@ -497,23 +503,29 @@
                 for j in range(N+1):
                     q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                     v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
-                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
+                    d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
                     v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
             for i in range(N):
                 for j in range(N):
                     a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
     o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
-    o.data.materials.append(leaf2)
-    for p in o.data.polygons:
-        if random.random()<.20:p.material_index=1
-    # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
-    for i in range(35):
-        a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77
-        x,y=r*math.cos(a),r*math.sin(a)
-        if abs(x)<.56:x*=1.25
-        if abs(y)<.56:y*=1.25
-        vv=[(x-.027,y,z),(x,y-.018,z+.026),(x+.028,y,z+.012),(x,y+.018,z-.014)]
-        mesh('Edge leaf',vv,[(0,1,2),(0,2,3)],leaf2,True)
+    # Shared boundary coordinates and welded normals prevent cracks at cube-face seams.
+    import bmesh
+    bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.00001)
+    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free();o.data.update()
+    # Small convex leaf diamonds sit on the shrub surface, including the top silhouette.
+    for i in range(240):
+        axis=random.choice([0,1,2,2]);sign=1 if axis==2 else random.choice([-1,1])
+        q=[random.uniform(-1,1) for _ in range(3)];q[axis]=sign
+        v=Vector(q);inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
+        d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
+        n=Vector((v.x-inner.x,v.y-inner.y,(v.z-inner.z)*1.4)).normalized()
+        v+=v.normalized()*d;center=Vector((v.x*.79,v.y*.79,.74+v.z*.56))+n*.008
+        a=n.cross(Vector((0,1,0)) if abs(n.z)>.8 else Vector((0,0,1))).normalized();b=n.cross(a).normalized()
+        angle=random.uniform(0,math.tau);u=a*math.cos(angle)+b*math.sin(angle);w=n.cross(u)
+        length=random.uniform(.034,.052);width=length*.55
+        vv=[center-u*length,center+w*width,center+u*length,center-w*width,center+n*.008]
+        mesh('Boxwood leaf',vv,[(0,1,4),(1,2,4),(2,3,4),(3,0,4)],leaf2 if i%3 else leaf,True)
 
 BUILDERS={'street-sweeper':sweeper,'tram':tram,'raft-2':lambda:raft(4),'raft-3':lambda:raft(6),'raft-4':lambda:raft(8),'lily-pad':lily,'donut':donut,'tram-signal':signal,'bench':bench,'hedge':hedge}
 DESCS={
@@ -537,7 +549,7 @@
       '`blender -b --python-exit-code 1 --python build_street.py -- all` rebuilds every asset from an empty scene, bakes and exports, re-imports each GLB into a fresh scene, checks bounds/origin/materials/triangles/file size, and renders the actual imported mesh. A slug instead of `all` builds only that asset. `lineup` only assembles the existing previews.',
       'Each asset has one mesh, one baked Body material, and optional Glass/Glow. Body has a 512×512 RGB albedo and a 512×512 packed roughness/metallic image (R=1, G=roughness, B=metallic). The exporter binds G/B as glTF metallicRoughnessTexture. Geometry carries bevels, leaf veins, planks, brush tufts and other silhouette detail. Glass is alpha BLEND at 0.35; Glow is untextured emission.',
       'Texture provenance: original Blender procedural nodes, baked with Cycles EMIT at 8 samples and 5 px dilation. No Poly Haven texture IDs used; no external image sources. Albedo contains material colour variation, not directional lighting. The packed map contains material roughness/metallic, not a baked AO pass. No normal map is needed for this low-poly geometry.',
-      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; for the close-up doughnut it extends beyond the frame. Preview lights, cameras, ground and grid are not exported.',
+      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; the doughnut game view includes the complete square, while its side view is a close-up. Preview lights, cameras, ground and grid are not exported.',
       '`lineup.png` is a 1600×800 contact lineup of those same game-view renders, independently framed for readable comparison; the labels give real dimensions. It is not a common-scale scene. The lineup compositor uses system Python 3 with Pillow; all modeling, baking, export and rendering use bpy.',
       'Per-piece `*-validation.json` records the fresh Blender import. `*-audit.json` is the independent serialized-GLB audit (zero degenerate triangles, finite attributes, embedded textures). Runtime three.js draw calls and FPS are not measured by this asset worker.',
       '', '## What still looks weak','',

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "sed -n '153,180p' build_street.py; tail -4 clean-build.log; rg -n 'disk|15 GB|worktree|cleanup' /home/claude-agent/AGENTS.md" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
    for yy in [-2.22,-2.28]:rod('Wiper',(-.56,yy,1.60),(-.15,yy+.04,1.94),.014,dark,6)

def bounds(ob):
    pts=[ob.matrix_world@Vector(v) for v in ob.bound_box]
    return Vector([min(p[i] for p in pts) for i in range(3)]),Vector([max(p[i] for p in pts) for i in range(3)])

def assemble(slug):
    bpy.ops.object.select_all(action='DESELECT')
    for o in PARTS:o.select_set(True)
    bpy.context.view_layer.objects.active=PARTS[0]; bpy.ops.object.convert(target='MESH'); bpy.ops.object.join(); ob=bpy.context.object; ob.name=slug; ob.data.name=slug
    bpy.ops.object.transform_apply(location=True,rotation=True,scale=True)
    lo,hi=bounds(ob); target=SPEC[slug][0]; scale=Vector((target[0]/(hi.x-lo.x),target[1]/(hi.y-lo.y),target[2]/(hi.z-lo.z)))
    c=Vector(((hi.x+lo.x)/2,(hi.y+lo.y)/2,lo.z))
    for v in ob.data.vertices:v.co=(v.co-c)*scale
    bpy.context.scene.cursor.location=(0,0,0); bpy.ops.object.origin_set(type='ORIGIN_CURSOR')
    # Recalculate consistent winding for closed solids, preserve intentionally two-sided panels.
    import bmesh
    bm=bmesh.new(); bm.from_mesh(ob.data); bmesh.ops.recalc_face_normals(bm,faces=bm.faces); bmesh.ops.triangulate(bm,faces=list(bm.faces)); bad=[f for f in bm.faces if f.calc_area()<1e-10]; bmesh.ops.delete(bm,geom=bad,context='FACES'); bm.to_mesh(ob.data); bm.free()
    bpy.ops.object.mode_set(mode='EDIT'); bpy.ops.mesh.select_all(action='SELECT'); bpy.ops.uv.smart_project(angle_limit=math.radians(66),island_margin=.018); bpy.ops.object.mode_set(mode='OBJECT')
    return ob

def bake(ob,slug):
    s=bpy.context.scene; s.cycles.samples=8; s.render.bake.margin=5
    mats=list(ob.data.materials); opaque=[m for m in mats if m.name not in ('Glass','Glow')]
    originals={m.name:m.node_tree.nodes.get('Principled BSDF') for m in opaque}
    images=[]
    for kind in ['base','orm']:
        img=bpy.data.images.new(slug+'_'+kind,512,512,alpha=False)
20:05:16 | INFO: Blender create Mesh node raft-4
20:05:16 | INFO: glTF import finished in 0.01s
VALIDATED {"slug": "raft-4", "glb": "raft-4.glb", "size_m": [8.0, 1.8, 0.45], "tris": 2374, "materials": ["Body"]}
01:06.882  render           | Saved: '/root/hop-street/raft-4.png'
177:- Task agents from Claude, GPT, Gemini or DeepSeek: `forge-agent run --harness deepseek --model deepseek-flash --repo <git-repo> --purpose <task> --task <brief> --timeout 900`. Same isolated worktrees, shared Forge MCP memory/skills/coord, hooks and finish rules. DeepSeek orchestrators can call the other `forge-agent` harnesses; workers do not recursively delegate.
208:The local box (150 GB) keeps hitting 99%. A full disk kills every session's tool output. Every agent,
212:- **What (yours only):** finished git worktrees (`forge-agent gc --repo <repo>`, or `git worktree remove <path>`
221:- **How:** `find <dir> -delete` or `git worktree remove` (the destructive guard blocks `rm -rf`). Check
222:  `df -h /` when you finish; under 15 GB free, say so in your report.
223:- **Workers:** write scratch inside your worktree or a `/tmp/<task-id>-*` dir so cleanup is one delete.

diff --git a/jobs/hop-street-v1/build_street.py b/jobs/hop-street-v1/build_street.py
index 51ba46adc05dff23097630ef30649984ee6cb7e8..ea4ae1b060375517c87c6615152fc790ffe54a9b
--- a/jobs/hop-street-v1/build_street.py
+++ b/jobs/hop-street-v1/build_street.py
@@ -140,7 +140,7 @@
         box('Headlight surround',(s*.65,-2.415,1.16),(.34,.075,.22),white,.035)
         box('Headlight',(s*.65,-2.46,1.17),(.24,.017,.13),glow,.025)
         # Side brushes flare beyond the body, a ring of individual bristle tufts.
-        cx=s*.66; cy=-2.05
+        cx=s*.87; cy=-2.40
         rod('Brush hydraulic arm',(s*.58,-1.5,.62),(cx,cy,.29),.052,steel)
         cyl('Brush bristle skirt',(cx,cy,.15),.37,.21,dark,24,r2=.29)
         cyl('Orange brush disc',(cx,cy,.27),.295,.065,orange,24)
@@ -229,7 +229,7 @@
     inv=cam.rotation_euler.to_matrix().transposed(); pts=[inv@(Vector(v)-center) for v in ob.bound_box]
     aspect=s.render.resolution_x/s.render.resolution_y
     cam.data.ortho_scale=max(max(p.x for p in pts)-min(p.x for p in pts),(max(p.y for p in pts)-min(p.y for p in pts))*aspect)*1.25
-    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else .8)
+    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else 3.1)
     if side:cam.location=center+d*max(40,cam.data.ortho_scale*22)
     s.render.film_transparent=False
 
@@ -337,10 +337,16 @@
     for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
 
 def tube_path(name,points,r,m,sides=6):
-    verts=[]
+    verts=[]; previous=None
     for i,p in enumerate(points):
         p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
-        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
+        tang.normalize()
+        if previous is None:
+            up=min((Vector((1,0,0)),Vector((0,1,0)),Vector((0,0,1))),key=lambda u:abs(tang.dot(u)))
+            a=(up-tang*up.dot(tang)).normalized()
+        else:
+            a=(previous-tang*previous.dot(tang)).normalized()
+        b=tang.cross(a).normalized();previous=a
         verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
     faces=[]
     for i in range(len(points)-1):
@@ -479,7 +485,7 @@
         tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
         for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
         for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
-    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
+    rod('Underseat stretcher',(-.66,.31,.25),(.66,.31,.25),.025,green,8)
 
 def hedge():
     leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
@@ -497,23 +503,29 @@
                 for j in range(N+1):
                     q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                     v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
-                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
+                    d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
                     v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
             for i in range(N):
                 for j in range(N):
                     a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
     o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
-    o.data.materials.append(leaf2)
-    for p in o.data.polygons:
-        if random.random()<.20:p.material_index=1
-    # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
-    for i in range(35):
-        a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77
-        x,y=r*math.cos(a),r*math.sin(a)
-        if abs(x)<.56:x*=1.25
-        if abs(y)<.56:y*=1.25
-        vv=[(x-.027,y,z),(x,y-.018,z+.026),(x+.028,y,z+.012),(x,y+.018,z-.014)]
-        mesh('Edge leaf',vv,[(0,1,2),(0,2,3)],leaf2,True)
+    # Shared boundary coordinates and welded normals prevent cracks at cube-face seams.
+    import bmesh
+    bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.00001)
+    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free();o.data.update()
+    # Small convex leaf diamonds sit on the shrub surface, including the top silhouette.
+    for i in range(240):
+        axis=random.choice([0,1,2,2]);sign=1 if axis==2 else random.choice([-1,1])
+        q=[random.uniform(-1,1) for _ in range(3)];q[axis]=sign
+        v=Vector(q);inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
+        d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
+        n=Vector((v.x-inner.x,v.y-inner.y,(v.z-inner.z)*1.4)).normalized()
+        v+=v.normalized()*d;center=Vector((v.x*.79,v.y*.79,.74+v.z*.56))+n*.008
+        a=n.cross(Vector((0,1,0)) if abs(n.z)>.8 else Vector((0,0,1))).normalized();b=n.cross(a).normalized()
+        angle=random.uniform(0,math.tau);u=a*math.cos(angle)+b*math.sin(angle);w=n.cross(u)
+        length=random.uniform(.034,.052);width=length*.55
+        vv=[center-u*length,center+w*width,center+u*length,center-w*width,center+n*.008]
+        mesh('Boxwood leaf',vv,[(0,1,4),(1,2,4),(2,3,4),(3,0,4)],leaf2 if i%3 else leaf,True)
 
 BUILDERS={'street-sweeper':sweeper,'tram':tram,'raft-2':lambda:raft(4),'raft-3':lambda:raft(6),'raft-4':lambda:raft(8),'lily-pad':lily,'donut':donut,'tram-signal':signal,'bench':bench,'hedge':hedge}
 DESCS={
@@ -537,7 +549,7 @@
       '`blender -b --python-exit-code 1 --python build_street.py -- all` rebuilds every asset from an empty scene, bakes and exports, re-imports each GLB into a fresh scene, checks bounds/origin/materials/triangles/file size, and renders the actual imported mesh. A slug instead of `all` builds only that asset. `lineup` only assembles the existing previews.',
       'Each asset has one mesh, one baked Body material, and optional Glass/Glow. Body has a 512×512 RGB albedo and a 512×512 packed roughness/metallic image (R=1, G=roughness, B=metallic). The exporter binds G/B as glTF metallicRoughnessTexture. Geometry carries bevels, leaf veins, planks, brush tufts and other silhouette detail. Glass is alpha BLEND at 0.35; Glow is untextured emission.',
       'Texture provenance: original Blender procedural nodes, baked with Cycles EMIT at 8 samples and 5 px dilation. No Poly Haven texture IDs used; no external image sources. Albedo contains material colour variation, not directional lighting. The packed map contains material roughness/metallic, not a baked AO pass. No normal map is needed for this low-poly geometry.',
-      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; for the close-up doughnut it extends beyond the frame. Preview lights, cameras, ground and grid are not exported.',
+      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; the doughnut game view includes the complete square, while its side view is a close-up. Preview lights, cameras, ground and grid are not exported.',
       '`lineup.png` is a 1600×800 contact lineup of those same game-view renders, independently framed for readable comparison; the labels give real dimensions. It is not a common-scale scene. The lineup compositor uses system Python 3 with Pillow; all modeling, baking, export and rendering use bpy.',
       'Per-piece `*-validation.json` records the fresh Blender import. `*-audit.json` is the independent serialized-GLB audit (zero degenerate triangles, finite attributes, embedded textures). Runtime three.js draw calls and FPS are not measured by this asset worker.',
       '', '## What still looks weak','',

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "sed -n '208,225p' /home/claude-agent/AGENTS.md; git worktree list --porcelain | tail -14" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
The local box (150 GB) keeps hitting 99%. A full disk kills every session's tool output. Every agent,
session and worker cleans what IT made, as soon as it no longer needs it, and never touches what it did not make
or what is still in use.
- **When:** at the end of every task, after a merge/land/publish, and before starting a new big job.
- **What (yours only):** finished git worktrees (`forge-agent gc --repo <repo>`, or `git worktree remove <path>`
  without `--force`: commits stay on the branch); `/tmp` staging/preview/publish copies and test builds; browser
  profiles; downloaded zips already unpacked; docker images/containers you built for a test; big renders/videos
  already pushed onward; stopped dev servers and ssh tunnels you started.
- **Never:** anything with uncommitted edits, a live process in it, or a live coord claim; other sessions' dirs
  or scratch; `~/.claude` transcripts, `~/.codex/sessions`, `~/.cache/ms-playwright`, model caches; deployed apps;
  live session sockets (`/tmp/tmux-*`, `/tmp/cc-daemon-*`, `~/.hq/`): deleting one stranded 21 tmux sessions until
  10 Oct 2026 (now in `~/.hq/legacy/`, attach with `tmuxl`).
  If unsure whose it is, leave it and `coord note` it.
- **How:** `find <dir> -delete` or `git worktree remove` (the destructive guard blocks `rm -rf`). Check
  `df -h /` when you finish; under 15 GB free, say so in your report.
- **Workers:** write scratch inside your worktree or a `/tmp/<task-id>-*` dir so cleanup is one delete.
- Memory `feedback_clean_up_after_yourself.md`.

worktree /home/claude-agent/forge-build/forge-assets
HEAD 9c20ee7d2e9848121e0a53ed7b4ec659ef55a4fd
branch refs/heads/main

worktree /home/claude-agent/forge-build/forge-assets/.forge-worktrees/1791828243-db5b51
HEAD 9c20ee7d2e9848121e0a53ed7b4ec659ef55a4fd
branch refs/heads/task/1791828243-db5b51


diff --git a/jobs/hop-street-v1/build_street.py b/jobs/hop-street-v1/build_street.py
index 51ba46adc05dff23097630ef30649984ee6cb7e8..ea4ae1b060375517c87c6615152fc790ffe54a9b
--- a/jobs/hop-street-v1/build_street.py
+++ b/jobs/hop-street-v1/build_street.py
@@ -140,7 +140,7 @@
         box('Headlight surround',(s*.65,-2.415,1.16),(.34,.075,.22),white,.035)
         box('Headlight',(s*.65,-2.46,1.17),(.24,.017,.13),glow,.025)
         # Side brushes flare beyond the body, a ring of individual bristle tufts.
-        cx=s*.66; cy=-2.05
+        cx=s*.87; cy=-2.40
         rod('Brush hydraulic arm',(s*.58,-1.5,.62),(cx,cy,.29),.052,steel)
         cyl('Brush bristle skirt',(cx,cy,.15),.37,.21,dark,24,r2=.29)
         cyl('Orange brush disc',(cx,cy,.27),.295,.065,orange,24)
@@ -229,7 +229,7 @@
     inv=cam.rotation_euler.to_matrix().transposed(); pts=[inv@(Vector(v)-center) for v in ob.bound_box]
     aspect=s.render.resolution_x/s.render.resolution_y
     cam.data.ortho_scale=max(max(p.x for p in pts)-min(p.x for p in pts),(max(p.y for p in pts)-min(p.y for p in pts))*aspect)*1.25
-    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else .8)
+    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else 3.1)
     if side:cam.location=center+d*max(40,cam.data.ortho_scale*22)
     s.render.film_transparent=False
 
@@ -337,10 +337,16 @@
     for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
 
 def tube_path(name,points,r,m,sides=6):
-    verts=[]
+    verts=[]; previous=None
     for i,p in enumerate(points):
         p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
-        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
+        tang.normalize()
+        if previous is None:
+            up=min((Vector((1,0,0)),Vector((0,1,0)),Vector((0,0,1))),key=lambda u:abs(tang.dot(u)))
+            a=(up-tang*up.dot(tang)).normalized()
+        else:
+            a=(previous-tang*previous.dot(tang)).normalized()
+        b=tang.cross(a).normalized();previous=a
         verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
     faces=[]
     for i in range(len(points)-1):
@@ -479,7 +485,7 @@
         tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
         for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
         for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
-    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
+    rod('Underseat stretcher',(-.66,.31,.25),(.66,.31,.25),.025,green,8)
 
 def hedge():
     leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
@@ -497,23 +503,29 @@
                 for j in range(N+1):
                     q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                     v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
-                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
+                    d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
                     v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
             for i in range(N):
                 for j in range(N):
                     a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
     o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
-    o.data.materials.append(leaf2)
-    for p in o.data.polygons:
-        if random.random()<.20:p.material_index=1
-    # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
-    for i in range(35):
-        a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77
-        x,y=r*math.cos(a),r*math.sin(a)
-        if abs(x)<.56:x*=1.25
-        if abs(y)<.56:y*=1.25
-        vv=[(x-.027,y,z),(x,y-.018,z+.026),(x+.028,y,z+.012),(x,y+.018,z-.014)]
-        mesh('Edge leaf',vv,[(0,1,2),(0,2,3)],leaf2,True)
+    # Shared boundary coordinates and welded normals prevent cracks at cube-face seams.
+    import bmesh
+    bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.00001)
+    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free();o.data.update()
+    # Small convex leaf diamonds sit on the shrub surface, including the top silhouette.
+    for i in range(240):
+        axis=random.choice([0,1,2,2]);sign=1 if axis==2 else random.choice([-1,1])
+        q=[random.uniform(-1,1) for _ in range(3)];q[axis]=sign
+        v=Vector(q);inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
+        d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
+        n=Vector((v.x-inner.x,v.y-inner.y,(v.z-inner.z)*1.4)).normalized()
+        v+=v.normalized()*d;center=Vector((v.x*.79,v.y*.79,.74+v.z*.56))+n*.008
+        a=n.cross(Vector((0,1,0)) if abs(n.z)>.8 else Vector((0,0,1))).normalized();b=n.cross(a).normalized()
+        angle=random.uniform(0,math.tau);u=a*math.cos(angle)+b*math.sin(angle);w=n.cross(u)
+        length=random.uniform(.034,.052);width=length*.55
+        vv=[center-u*length,center+w*width,center+u*length,center-w*width,center+n*.008]
+        mesh('Boxwood leaf',vv,[(0,1,4),(1,2,4),(2,3,4),(3,0,4)],leaf2 if i%3 else leaf,True)
 
 BUILDERS={'street-sweeper':sweeper,'tram':tram,'raft-2':lambda:raft(4),'raft-3':lambda:raft(6),'raft-4':lambda:raft(8),'lily-pad':lily,'donut':donut,'tram-signal':signal,'bench':bench,'hedge':hedge}
 DESCS={
@@ -537,7 +549,7 @@
       '`blender -b --python-exit-code 1 --python build_street.py -- all` rebuilds every asset from an empty scene, bakes and exports, re-imports each GLB into a fresh scene, checks bounds/origin/materials/triangles/file size, and renders the actual imported mesh. A slug instead of `all` builds only that asset. `lineup` only assembles the existing previews.',
       'Each asset has one mesh, one baked Body material, and optional Glass/Glow. Body has a 512×512 RGB albedo and a 512×512 packed roughness/metallic image (R=1, G=roughness, B=metallic). The exporter binds G/B as glTF metallicRoughnessTexture. Geometry carries bevels, leaf veins, planks, brush tufts and other silhouette detail. Glass is alpha BLEND at 0.35; Glow is untextured emission.',
       'Texture provenance: original Blender procedural nodes, baked with Cycles EMIT at 8 samples and 5 px dilation. No Poly Haven texture IDs used; no external image sources. Albedo contains material colour variation, not directional lighting. The packed map contains material roughness/metallic, not a baked AO pass. No normal map is needed for this low-poly geometry.',
-      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; for the close-up doughnut it extends beyond the frame. Preview lights, cameras, ground and grid are not exported.',
+      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; the doughnut game view includes the complete square, while its side view is a close-up. Preview lights, cameras, ground and grid are not exported.',
       '`lineup.png` is a 1600×800 contact lineup of those same game-view renders, independently framed for readable comparison; the labels give real dimensions. It is not a common-scale scene. The lineup compositor uses system Python 3 with Pillow; all modeling, baking, export and rendering use bpy.',
       'Per-piece `*-validation.json` records the fresh Blender import. `*-audit.json` is the independent serialized-GLB audit (zero degenerate triangles, finite attributes, embedded textures). Runtime three.js draw calls and FPS are not measured by this asset worker.',
       '', '## What still looks weak','',

codex
The visual review found one useful change: move the sweeper’s brushes farther out so they stand out beneath the cab. I’m making that adjustment while preserving the 2 × 5 m footprint. I’m retaining the tram and raft proportions specified in your brief.

hook: PreToolUse
hook: PreToolUse Completed
mcp: forge/coord_check started
mcp: forge/coord_check (completed)
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc 'tail -4 clean-build.log' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
20:05:41 | INFO: Data are loaded, start creating Blender stuff
20:05:41 | INFO: Blender create Mesh node donut
20:05:41 | INFO: glTF import finished in 0.00s
VALIDATED {"slug": "donut", "glb": "donut.glb", "size_m": [0.55, 0.55, 0.22], "tris": 1116, "materials": ["Body"]}

diff --git a/jobs/hop-street-v1/build_street.py b/jobs/hop-street-v1/build_street.py
index 51ba46adc05dff23097630ef30649984ee6cb7e8..ea4ae1b060375517c87c6615152fc790ffe54a9b
--- a/jobs/hop-street-v1/build_street.py
+++ b/jobs/hop-street-v1/build_street.py
@@ -140,7 +140,7 @@
         box('Headlight surround',(s*.65,-2.415,1.16),(.34,.075,.22),white,.035)
         box('Headlight',(s*.65,-2.46,1.17),(.24,.017,.13),glow,.025)
         # Side brushes flare beyond the body, a ring of individual bristle tufts.
-        cx=s*.66; cy=-2.05
+        cx=s*.87; cy=-2.40
         rod('Brush hydraulic arm',(s*.58,-1.5,.62),(cx,cy,.29),.052,steel)
         cyl('Brush bristle skirt',(cx,cy,.15),.37,.21,dark,24,r2=.29)
         cyl('Orange brush disc',(cx,cy,.27),.295,.065,orange,24)
@@ -229,7 +229,7 @@
     inv=cam.rotation_euler.to_matrix().transposed(); pts=[inv@(Vector(v)-center) for v in ob.bound_box]
     aspect=s.render.resolution_x/s.render.resolution_y
     cam.data.ortho_scale=max(max(p.x for p in pts)-min(p.x for p in pts),(max(p.y for p in pts)-min(p.y for p in pts))*aspect)*1.25
-    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else .8)
+    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else 3.1)
     if side:cam.location=center+d*max(40,cam.data.ortho_scale*22)
     s.render.film_transparent=False
 
@@ -337,10 +337,16 @@
     for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
 
 def tube_path(name,points,r,m,sides=6):
-    verts=[]
+    verts=[]; previous=None
     for i,p in enumerate(points):
         p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
-        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
+        tang.normalize()
+        if previous is None:
+            up=min((Vector((1,0,0)),Vector((0,1,0)),Vector((0,0,1))),key=lambda u:abs(tang.dot(u)))
+            a=(up-tang*up.dot(tang)).normalized()
+        else:
+            a=(previous-tang*previous.dot(tang)).normalized()
+        b=tang.cross(a).normalized();previous=a
         verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
     faces=[]
     for i in range(len(points)-1):
@@ -479,7 +485,7 @@
         tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
         for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
         for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
-    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
+    rod('Underseat stretcher',(-.66,.31,.25),(.66,.31,.25),.025,green,8)
 
 def hedge():
     leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
@@ -497,23 +503,29 @@
                 for j in range(N+1):
                     q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                     v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
-                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
+                    d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
                     v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
             for i in range(N):
                 for j in range(N):
                     a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
     o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
-    o.data.materials.append(leaf2)
-    for p in o.data.polygons:
-        if random.random()<.20:p.material_index=1
-    # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
-    for i in range(35):
-        a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77
-        x,y=r*math.cos(a),r*math.sin(a)
-        if abs(x)<.56:x*=1.25
-        if abs(y)<.56:y*=1.25
-        vv=[(x-.027,y,z),(x,y-.018,z+.026),(x+.028,y,z+.012),(x,y+.018,z-.014)]
-        mesh('Edge leaf',vv,[(0,1,2),(0,2,3)],leaf2,True)
+    # Shared boundary coordinates and welded normals prevent cracks at cube-face seams.
+    import bmesh
+    bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.00001)
+    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free();o.data.update()
+    # Small convex leaf diamonds sit on the shrub surface, including the top silhouette.
+    for i in range(240):
+        axis=random.choice([0,1,2,2]);sign=1 if axis==2 else random.choice([-1,1])
+        q=[random.uniform(-1,1) for _ in range(3)];q[axis]=sign
+        v=Vector(q);inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
+        d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
+        n=Vector((v.x-inner.x,v.y-inner.y,(v.z-inner.z)*1.4)).normalized()
+        v+=v.normalized()*d;center=Vector((v.x*.79,v.y*.79,.74+v.z*.56))+n*.008
+        a=n.cross(Vector((0,1,0)) if abs(n.z)>.8 else Vector((0,0,1))).normalized();b=n.cross(a).normalized()
+        angle=random.uniform(0,math.tau);u=a*math.cos(angle)+b*math.sin(angle);w=n.cross(u)
+        length=random.uniform(.034,.052);width=length*.55
+        vv=[center-u*length,center+w*width,center+u*length,center-w*width,center+n*.008]
+        mesh('Boxwood leaf',vv,[(0,1,4),(1,2,4),(2,3,4),(3,0,4)],leaf2 if i%3 else leaf,True)
 
 BUILDERS={'street-sweeper':sweeper,'tram':tram,'raft-2':lambda:raft(4),'raft-3':lambda:raft(6),'raft-4':lambda:raft(8),'lily-pad':lily,'donut':donut,'tram-signal':signal,'bench':bench,'hedge':hedge}
 DESCS={
@@ -537,7 +549,7 @@
       '`blender -b --python-exit-code 1 --python build_street.py -- all` rebuilds every asset from an empty scene, bakes and exports, re-imports each GLB into a fresh scene, checks bounds/origin/materials/triangles/file size, and renders the actual imported mesh. A slug instead of `all` builds only that asset. `lineup` only assembles the existing previews.',
       'Each asset has one mesh, one baked Body material, and optional Glass/Glow. Body has a 512×512 RGB albedo and a 512×512 packed roughness/metallic image (R=1, G=roughness, B=metallic). The exporter binds G/B as glTF metallicRoughnessTexture. Geometry carries bevels, leaf veins, planks, brush tufts and other silhouette detail. Glass is alpha BLEND at 0.35; Glow is untextured emission.',
       'Texture provenance: original Blender procedural nodes, baked with Cycles EMIT at 8 samples and 5 px dilation. No Poly Haven texture IDs used; no external image sources. Albedo contains material colour variation, not directional lighting. The packed map contains material roughness/metallic, not a baked AO pass. No normal map is needed for this low-poly geometry.',
-      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; for the close-up doughnut it extends beyond the frame. Preview lights, cameras, ground and grid are not exported.',
+      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; the doughnut game view includes the complete square, while its side view is a close-up. Preview lights, cameras, ground and grid are not exported.',
       '`lineup.png` is a 1600×800 contact lineup of those same game-view renders, independently framed for readable comparison; the labels give real dimensions. It is not a common-scale scene. The lineup compositor uses system Python 3 with Pillow; all modeling, baking, export and rendering use bpy.',
       'Per-piece `*-validation.json` records the fresh Blender import. `*-audit.json` is the independent serialized-GLB audit (zero degenerate triangles, finite attributes, embedded textures). Runtime three.js draw calls and FPS are not measured by this asset worker.',
       '', '## What still looks weak','',

hook: PreToolUse
hook: PreToolUse Completed
mcp: forge/coord_claim started
mcp: forge/coord_claim (completed)
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc 'git worktree remove /home/claude-agent/forge-build/forge-assets/.forge-worktrees/1791828243-db5b51' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 763ms:
hook: PreToolUse
hook: PreToolUse Completed
mcp: forge/coord_release started
mcp: forge/coord_release (completed)
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc 'python3 -m py_compile build_street.py' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
diff --git a/jobs/hop-street-v1/build_street.py b/jobs/hop-street-v1/build_street.py
index 51ba46adc05dff23097630ef30649984ee6cb7e8..ea4ae1b060375517c87c6615152fc790ffe54a9b
--- a/jobs/hop-street-v1/build_street.py
+++ b/jobs/hop-street-v1/build_street.py
@@ -140,7 +140,7 @@
         box('Headlight surround',(s*.65,-2.415,1.16),(.34,.075,.22),white,.035)
         box('Headlight',(s*.65,-2.46,1.17),(.24,.017,.13),glow,.025)
         # Side brushes flare beyond the body, a ring of individual bristle tufts.
-        cx=s*.66; cy=-2.05
+        cx=s*.87; cy=-2.40
         rod('Brush hydraulic arm',(s*.58,-1.5,.62),(cx,cy,.29),.052,steel)
         cyl('Brush bristle skirt',(cx,cy,.15),.37,.21,dark,24,r2=.29)
         cyl('Orange brush disc',(cx,cy,.27),.295,.065,orange,24)
@@ -229,7 +229,7 @@
     inv=cam.rotation_euler.to_matrix().transposed(); pts=[inv@(Vector(v)-center) for v in ob.bound_box]
     aspect=s.render.resolution_x/s.render.resolution_y
     cam.data.ortho_scale=max(max(p.x for p in pts)-min(p.x for p in pts),(max(p.y for p in pts)-min(p.y for p in pts))*aspect)*1.25
-    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else .8)
+    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else 3.1)
     if side:cam.location=center+d*max(40,cam.data.ortho_scale*22)
     s.render.film_transparent=False
 
@@ -337,10 +337,16 @@
     for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
 
 def tube_path(name,points,r,m,sides=6):
-    verts=[]
+    verts=[]; previous=None
     for i,p in enumerate(points):
         p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
-        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
+        tang.normalize()
+        if previous is None:
+            up=min((Vector((1,0,0)),Vector((0,1,0)),Vector((0,0,1))),key=lambda u:abs(tang.dot(u)))
+            a=(up-tang*up.dot(tang)).normalized()
+        else:
+            a=(previous-tang*previous.dot(tang)).normalized()
+        b=tang.cross(a).normalized();previous=a
         verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
     faces=[]
     for i in range(len(points)-1):
@@ -479,7 +485,7 @@
         tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
         for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
         for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
-    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
+    rod('Underseat stretcher',(-.66,.31,.25),(.66,.31,.25),.025,green,8)
 
 def hedge():
     leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
@@ -497,23 +503,29 @@
                 for j in range(N+1):
                     q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                     v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
-                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
+                    d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
                     v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
             for i in range(N):
                 for j in range(N):
                     a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
     o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
-    o.data.materials.append(leaf2)
-    for p in o.data.polygons:
-        if random.random()<.20:p.material_index=1
-    # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
-    for i in range(35):
-        a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77
-        x,y=r*math.cos(a),r*math.sin(a)
-        if abs(x)<.56:x*=1.25
-        if abs(y)<.56:y*=1.25
-        vv=[(x-.027,y,z),(x,y-.018,z+.026),(x+.028,y,z+.012),(x,y+.018,z-.014)]
-        mesh('Edge leaf',vv,[(0,1,2),(0,2,3)],leaf2,True)
+    # Shared boundary coordinates and welded normals prevent cracks at cube-face seams.
+    import bmesh
+    bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.00001)
+    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free();o.data.update()
+    # Small convex leaf diamonds sit on the shrub surface, including the top silhouette.
+    for i in range(240):
+        axis=random.choice([0,1,2,2]);sign=1 if axis==2 else random.choice([-1,1])
+        q=[random.uniform(-1,1) for _ in range(3)];q[axis]=sign
+        v=Vector(q);inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
+        d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
+        n=Vector((v.x-inner.x,v.y-inner.y,(v.z-inner.z)*1.4)).normalized()
+        v+=v.normalized()*d;center=Vector((v.x*.79,v.y*.79,.74+v.z*.56))+n*.008
+        a=n.cross(Vector((0,1,0)) if abs(n.z)>.8 else Vector((0,0,1))).normalized();b=n.cross(a).normalized()
+        angle=random.uniform(0,math.tau);u=a*math.cos(angle)+b*math.sin(angle);w=n.cross(u)
+        length=random.uniform(.034,.052);width=length*.55
+        vv=[center-u*length,center+w*width,center+u*length,center-w*width,center+n*.008]
+        mesh('Boxwood leaf',vv,[(0,1,4),(1,2,4),(2,3,4),(3,0,4)],leaf2 if i%3 else leaf,True)
 
 BUILDERS={'street-sweeper':sweeper,'tram':tram,'raft-2':lambda:raft(4),'raft-3':lambda:raft(6),'raft-4':lambda:raft(8),'lily-pad':lily,'donut':donut,'tram-signal':signal,'bench':bench,'hedge':hedge}
 DESCS={
@@ -537,7 +549,7 @@
       '`blender -b --python-exit-code 1 --python build_street.py -- all` rebuilds every asset from an empty scene, bakes and exports, re-imports each GLB into a fresh scene, checks bounds/origin/materials/triangles/file size, and renders the actual imported mesh. A slug instead of `all` builds only that asset. `lineup` only assembles the existing previews.',
       'Each asset has one mesh, one baked Body material, and optional Glass/Glow. Body has a 512×512 RGB albedo and a 512×512 packed roughness/metallic image (R=1, G=roughness, B=metallic). The exporter binds G/B as glTF metallicRoughnessTexture. Geometry carries bevels, leaf veins, planks, brush tufts and other silhouette detail. Glass is alpha BLEND at 0.35; Glow is untextured emission.',
       'Texture provenance: original Blender procedural nodes, baked with Cycles EMIT at 8 samples and 5 px dilation. No Poly Haven texture IDs used; no external image sources. Albedo contains material colour variation, not directional lighting. The packed map contains material roughness/metallic, not a baked AO pass. No normal map is needed for this low-poly geometry.',
-      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; for the close-up doughnut it extends beyond the frame. Preview lights, cameras, ground and grid are not exported.',
+      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; the doughnut game view includes the complete square, while its side view is a close-up. Preview lights, cameras, ground and grid are not exported.',
       '`lineup.png` is a 1600×800 contact lineup of those same game-view renders, independently framed for readable comparison; the labels give real dimensions. It is not a common-scale scene. The lineup compositor uses system Python 3 with Pillow; all modeling, baking, export and rendering use bpy.',
       'Per-piece `*-validation.json` records the fresh Blender import. `*-audit.json` is the independent serialized-GLB audit (zero degenerate triangles, finite attributes, embedded textures). Runtime three.js draw calls and FPS are not measured by this asset worker.',
       '', '## What still looks weak','',

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
apply patch
patch: completed
/home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1/build_street.py
diff --git a/jobs/hop-street-v1/build_street.py b/jobs/hop-street-v1/build_street.py
index 51ba46adc05dff23097630ef30649984ee6cb7e8..b8230b023dd40a062404ac8f9f99f2a82cc7ca6d
--- a/jobs/hop-street-v1/build_street.py
+++ b/jobs/hop-street-v1/build_street.py
@@ -140,7 +140,7 @@
         box('Headlight surround',(s*.65,-2.415,1.16),(.34,.075,.22),white,.035)
         box('Headlight',(s*.65,-2.46,1.17),(.24,.017,.13),glow,.025)
         # Side brushes flare beyond the body, a ring of individual bristle tufts.
-        cx=s*.66; cy=-2.05
+        cx=s*.87; cy=-2.40
         rod('Brush hydraulic arm',(s*.58,-1.5,.62),(cx,cy,.29),.052,steel)
         cyl('Brush bristle skirt',(cx,cy,.15),.37,.21,dark,24,r2=.29)
         cyl('Orange brush disc',(cx,cy,.27),.295,.065,orange,24)
@@ -229,7 +229,7 @@
     inv=cam.rotation_euler.to_matrix().transposed(); pts=[inv@(Vector(v)-center) for v in ob.bound_box]
     aspect=s.render.resolution_x/s.render.resolution_y
     cam.data.ortho_scale=max(max(p.x for p in pts)-min(p.x for p in pts),(max(p.y for p in pts)-min(p.y for p in pts))*aspect)*1.25
-    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else .8)
+    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else 3.1)
     if side:cam.location=center+d*max(40,cam.data.ortho_scale*22)
     s.render.film_transparent=False
 
@@ -337,10 +337,16 @@
     for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
 
 def tube_path(name,points,r,m,sides=6):
-    verts=[]
+    verts=[]; previous=None
     for i,p in enumerate(points):
         p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
-        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
+        tang.normalize()
+        if previous is None:
+            up=min((Vector((1,0,0)),Vector((0,1,0)),Vector((0,0,1))),key=lambda u:abs(tang.dot(u)))
+            a=(up-tang*up.dot(tang)).normalized()
+        else:
+            a=(previous-tang*previous.dot(tang)).normalized()
+        b=tang.cross(a).normalized();previous=a
         verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
     faces=[]
     for i in range(len(points)-1):
@@ -479,7 +485,7 @@
         tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
         for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
         for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
-    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
+    rod('Underseat stretcher',(-.66,.31,.25),(.66,.31,.25),.025,green,8)
 
 def hedge():
     leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
@@ -497,23 +503,29 @@
                 for j in range(N+1):
                     q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                     v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
-                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
+                    d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
                     v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
             for i in range(N):
                 for j in range(N):
                     a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
     o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
-    o.data.materials.append(leaf2)
-    for p in o.data.polygons:
-        if random.random()<.20:p.material_index=1
-    # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
-    for i in range(35):
-        a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77
-        x,y=r*math.cos(a),r*math.sin(a)
-        if abs(x)<.56:x*=1.25
-        if abs(y)<.56:y*=1.25
-        vv=[(x-.027,y,z),(x,y-.018,z+.026),(x+.028,y,z+.012),(x,y+.018,z-.014)]
-        mesh('Edge leaf',vv,[(0,1,2),(0,2,3)],leaf2,True)
+    # Shared boundary coordinates and welded normals prevent cracks at cube-face seams.
+    import bmesh
+    bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.00001)
+    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free();o.data.update()
+    # Small convex leaf diamonds sit on the shrub surface, including the top silhouette.
+    for i in range(240):
+        axis=random.choice([0,1,2,2]);sign=1 if axis==2 else random.choice([-1,1])
+        q=[random.uniform(-1,1) for _ in range(3)];q[axis]=sign
+        v=Vector(q);inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
+        d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
+        n=Vector((v.x-inner.x,v.y-inner.y,(v.z-inner.z)*1.4)).normalized()
+        v+=v.normalized()*d;center=Vector((v.x*.79,v.y*.79,.74+v.z*.56))+n*.008
+        a=n.cross(Vector((0,1,0)) if abs(n.z)>.8 else Vector((0,0,1))).normalized();b=n.cross(a).normalized()
+        angle=random.uniform(0,math.tau);u=a*math.cos(angle)+b*math.sin(angle);w=n.cross(u)
+        length=random.uniform(.034,.052);width=length*.55
+        vv=[center-u*length,center+w*width,center+u*length,center-w*width,center+n*.008]
+        mesh('Boxwood leaf',vv,[(0,1,4),(1,2,4),(2,3,4),(3,0,4)],leaf2 if i%3 else leaf,True)
 
 BUILDERS={'street-sweeper':sweeper,'tram':tram,'raft-2':lambda:raft(4),'raft-3':lambda:raft(6),'raft-4':lambda:raft(8),'lily-pad':lily,'donut':donut,'tram-signal':signal,'bench':bench,'hedge':hedge}
 DESCS={
@@ -537,13 +549,14 @@
       '`blender -b --python-exit-code 1 --python build_street.py -- all` rebuilds every asset from an empty scene, bakes and exports, re-imports each GLB into a fresh scene, checks bounds/origin/materials/triangles/file size, and renders the actual imported mesh. A slug instead of `all` builds only that asset. `lineup` only assembles the existing previews.',
       'Each asset has one mesh, one baked Body material, and optional Glass/Glow. Body has a 512×512 RGB albedo and a 512×512 packed roughness/metallic image (R=1, G=roughness, B=metallic). The exporter binds G/B as glTF metallicRoughnessTexture. Geometry carries bevels, leaf veins, planks, brush tufts and other silhouette detail. Glass is alpha BLEND at 0.35; Glow is untextured emission.',
       'Texture provenance: original Blender procedural nodes, baked with Cycles EMIT at 8 samples and 5 px dilation. No Poly Haven texture IDs used; no external image sources. Albedo contains material colour variation, not directional lighting. The packed map contains material roughness/metallic, not a baked AO pass. No normal map is needed for this low-poly geometry.',
-      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; for the close-up doughnut it extends beyond the frame. Preview lights, cameras, ground and grid are not exported.',
+      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; the doughnut game view includes the complete square, while its side view is a close-up. Preview lights, cameras, ground and grid are not exported.',
       '`lineup.png` is a 1600×800 contact lineup of those same game-view renders, independently framed for readable comparison; the labels give real dimensions. It is not a common-scale scene. The lineup compositor uses system Python 3 with Pillow; all modeling, baking, export and rendering use bpy.',
       'Per-piece `*-validation.json` records the fresh Blender import. `*-audit.json` is the independent serialized-GLB audit (zero degenerate triangles, finite attributes, embedded textures). Runtime three.js draw calls and FPS are not measured by this asset worker.',
       '', '## What still looks weak','',
       '- The tram is deliberately economical: dark backed glass and no passenger interior, opening doors or animated pantograph.',
       '- The longer raft rope coils and the doughnut icing are visibly polygonal in extreme close-ups; they are designed for the stated phone-scale camera.',
       '- The hedge uses opaque modeled foliage with baked colour variation, not individual alpha-cutout leaves; its leaf detail is suggestive.',
+      '- The independent visual critic preferred stronger tram roof contrast and a more uniform hedge surface. These remain artistic limitations; see critic-review.txt. Its sweeper brush visibility finding was addressed by extending both brush arms. Its request for more distinct raft designs was not adopted: the three rafts intentionally share construction at the specified lengths.',
       '- Signal lamps share one Glow material as requested, so alternating each lamp independently would need a runtime material/mesh split.',
       '- The 0.45 m raft height includes accessories: the longer rafts carry shallow crates to preserve the specified total bounds.',
       '- No in-game collision meshes, motion, sounds or integration code are included; this delivery is the static asset pack.', '']

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc 'tail -6 clean-build.log; TZ=Europe/Paris date' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:

20:06:19 | INFO: Data are loaded, start creating Blender stuff
20:06:19 | INFO: Blender create Mesh node hedge
20:06:19 | INFO: glTF import finished in 0.01s
VALIDATED {"slug": "hedge", "glb": "hedge.glb", "size_m": [1.8, 1.8, 1.3], "tris": 1948, "materials": ["Body"]}
02:10.994  render           | Saved: '/root/hop-street/hedge.png'
Mon Oct 12 20:06:29 CEST 2026

diff --git a/jobs/hop-street-v1/build_street.py b/jobs/hop-street-v1/build_street.py
index 51ba46adc05dff23097630ef30649984ee6cb7e8..b8230b023dd40a062404ac8f9f99f2a82cc7ca6d
--- a/jobs/hop-street-v1/build_street.py
+++ b/jobs/hop-street-v1/build_street.py
@@ -140,7 +140,7 @@
         box('Headlight surround',(s*.65,-2.415,1.16),(.34,.075,.22),white,.035)
         box('Headlight',(s*.65,-2.46,1.17),(.24,.017,.13),glow,.025)
         # Side brushes flare beyond the body, a ring of individual bristle tufts.
-        cx=s*.66; cy=-2.05
+        cx=s*.87; cy=-2.40
         rod('Brush hydraulic arm',(s*.58,-1.5,.62),(cx,cy,.29),.052,steel)
         cyl('Brush bristle skirt',(cx,cy,.15),.37,.21,dark,24,r2=.29)
         cyl('Orange brush disc',(cx,cy,.27),.295,.065,orange,24)
@@ -229,7 +229,7 @@
     inv=cam.rotation_euler.to_matrix().transposed(); pts=[inv@(Vector(v)-center) for v in ob.bound_box]
     aspect=s.render.resolution_x/s.render.resolution_y
     cam.data.ortho_scale=max(max(p.x for p in pts)-min(p.x for p in pts),(max(p.y for p in pts)-min(p.y for p in pts))*aspect)*1.25
-    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else .8)
+    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else 3.1)
     if side:cam.location=center+d*max(40,cam.data.ortho_scale*22)
     s.render.film_transparent=False
 
@@ -337,10 +337,16 @@
     for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
 
 def tube_path(name,points,r,m,sides=6):
-    verts=[]
+    verts=[]; previous=None
     for i,p in enumerate(points):
         p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
-        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
+        tang.normalize()
+        if previous is None:
+            up=min((Vector((1,0,0)),Vector((0,1,0)),Vector((0,0,1))),key=lambda u:abs(tang.dot(u)))
+            a=(up-tang*up.dot(tang)).normalized()
+        else:
+            a=(previous-tang*previous.dot(tang)).normalized()
+        b=tang.cross(a).normalized();previous=a
         verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
     faces=[]
     for i in range(len(points)-1):
@@ -479,7 +485,7 @@
         tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
         for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
         for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
-    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
+    rod('Underseat stretcher',(-.66,.31,.25),(.66,.31,.25),.025,green,8)
 
 def hedge():
     leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
@@ -497,23 +503,29 @@
                 for j in range(N+1):
                     q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                     v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
-                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
+                    d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
                     v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
             for i in range(N):
                 for j in range(N):
                     a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
     o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
-    o.data.materials.append(leaf2)
-    for p in o.data.polygons:
-        if random.random()<.20:p.material_index=1
-    # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
-    for i in range(35):
-        a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77
-        x,y=r*math.cos(a),r*math.sin(a)
-        if abs(x)<.56:x*=1.25
-        if abs(y)<.56:y*=1.25
-        vv=[(x-.027,y,z),(x,y-.018,z+.026),(x+.028,y,z+.012),(x,y+.018,z-.014)]
-        mesh('Edge leaf',vv,[(0,1,2),(0,2,3)],leaf2,True)
+    # Shared boundary coordinates and welded normals prevent cracks at cube-face seams.
+    import bmesh
+    bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.00001)
+    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free();o.data.update()
+    # Small convex leaf diamonds sit on the shrub surface, including the top silhouette.
+    for i in range(240):
+        axis=random.choice([0,1,2,2]);sign=1 if axis==2 else random.choice([-1,1])
+        q=[random.uniform(-1,1) for _ in range(3)];q[axis]=sign
+        v=Vector(q);inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
+        d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
+        n=Vector((v.x-inner.x,v.y-inner.y,(v.z-inner.z)*1.4)).normalized()
+        v+=v.normalized()*d;center=Vector((v.x*.79,v.y*.79,.74+v.z*.56))+n*.008
+        a=n.cross(Vector((0,1,0)) if abs(n.z)>.8 else Vector((0,0,1))).normalized();b=n.cross(a).normalized()
+        angle=random.uniform(0,math.tau);u=a*math.cos(angle)+b*math.sin(angle);w=n.cross(u)
+        length=random.uniform(.034,.052);width=length*.55
+        vv=[center-u*length,center+w*width,center+u*length,center-w*width,center+n*.008]
+        mesh('Boxwood leaf',vv,[(0,1,4),(1,2,4),(2,3,4),(3,0,4)],leaf2 if i%3 else leaf,True)
 
 BUILDERS={'street-sweeper':sweeper,'tram':tram,'raft-2':lambda:raft(4),'raft-3':lambda:raft(6),'raft-4':lambda:raft(8),'lily-pad':lily,'donut':donut,'tram-signal':signal,'bench':bench,'hedge':hedge}
 DESCS={
@@ -537,13 +549,14 @@
       '`blender -b --python-exit-code 1 --python build_street.py -- all` rebuilds every asset from an empty scene, bakes and exports, re-imports each GLB into a fresh scene, checks bounds/origin/materials/triangles/file size, and renders the actual imported mesh. A slug instead of `all` builds only that asset. `lineup` only assembles the existing previews.',
       'Each asset has one mesh, one baked Body material, and optional Glass/Glow. Body has a 512×512 RGB albedo and a 512×512 packed roughness/metallic image (R=1, G=roughness, B=metallic). The exporter binds G/B as glTF metallicRoughnessTexture. Geometry carries bevels, leaf veins, planks, brush tufts and other silhouette detail. Glass is alpha BLEND at 0.35; Glow is untextured emission.',
       'Texture provenance: original Blender procedural nodes, baked with Cycles EMIT at 8 samples and 5 px dilation. No Poly Haven texture IDs used; no external image sources. Albedo contains material colour variation, not directional lighting. The packed map contains material roughness/metallic, not a baked AO pass. No normal map is needed for this low-poly geometry.',
-      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; for the close-up doughnut it extends beyond the frame. Preview lights, cameras, ground and grid are not exported.',
+      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; the doughnut game view includes the complete square, while its side view is a close-up. Preview lights, cameras, ground and grid are not exported.',
       '`lineup.png` is a 1600×800 contact lineup of those same game-view renders, independently framed for readable comparison; the labels give real dimensions. It is not a common-scale scene. The lineup compositor uses system Python 3 with Pillow; all modeling, baking, export and rendering use bpy.',
       'Per-piece `*-validation.json` records the fresh Blender import. `*-audit.json` is the independent serialized-GLB audit (zero degenerate triangles, finite attributes, embedded textures). Runtime three.js draw calls and FPS are not measured by this asset worker.',
       '', '## What still looks weak','',
       '- The tram is deliberately economical: dark backed glass and no passenger interior, opening doors or animated pantograph.',
       '- The longer raft rope coils and the doughnut icing are visibly polygonal in extreme close-ups; they are designed for the stated phone-scale camera.',
       '- The hedge uses opaque modeled foliage with baked colour variation, not individual alpha-cutout leaves; its leaf detail is suggestive.',
+      '- The independent visual critic preferred stronger tram roof contrast and a more uniform hedge surface. These remain artistic limitations; see critic-review.txt. Its sweeper brush visibility finding was addressed by extending both brush arms. Its request for more distinct raft designs was not adopted: the three rafts intentionally share construction at the specified lengths.',
       '- Signal lamps share one Glow material as requested, so alternating each lamp independently would need a runtime material/mesh split.',
       '- The 0.45 m raft height includes accessories: the longer rafts carry shallow crates to preserve the specified total bounds.',
       '- No in-game collision meshes, motion, sounds or integration code are included; this delivery is the static asset pack.', '']

 succeeded in 137527ms:
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
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hook: PreToolUse Completed
exec
/bin/bash -lc 'timeout 60 scp build_street.py gex44:/root/hop-street/build_street.py' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 923ms:
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc 'timeout 600 ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/hop-street/build_street.py -- all > final-clean-build.log 2>&1' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
diff --git a/jobs/hop-street-v1/build_street.py b/jobs/hop-street-v1/build_street.py
index 51ba46adc05dff23097630ef30649984ee6cb7e8..b8230b023dd40a062404ac8f9f99f2a82cc7ca6d
--- a/jobs/hop-street-v1/build_street.py
+++ b/jobs/hop-street-v1/build_street.py
@@ -140,7 +140,7 @@
         box('Headlight surround',(s*.65,-2.415,1.16),(.34,.075,.22),white,.035)
         box('Headlight',(s*.65,-2.46,1.17),(.24,.017,.13),glow,.025)
         # Side brushes flare beyond the body, a ring of individual bristle tufts.
-        cx=s*.66; cy=-2.05
+        cx=s*.87; cy=-2.40
         rod('Brush hydraulic arm',(s*.58,-1.5,.62),(cx,cy,.29),.052,steel)
         cyl('Brush bristle skirt',(cx,cy,.15),.37,.21,dark,24,r2=.29)
         cyl('Orange brush disc',(cx,cy,.27),.295,.065,orange,24)
@@ -229,7 +229,7 @@
     inv=cam.rotation_euler.to_matrix().transposed(); pts=[inv@(Vector(v)-center) for v in ob.bound_box]
     aspect=s.render.resolution_x/s.render.resolution_y
     cam.data.ortho_scale=max(max(p.x for p in pts)-min(p.x for p in pts),(max(p.y for p in pts)-min(p.y for p in pts))*aspect)*1.25
-    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else .8)
+    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else 3.1)
     if side:cam.location=center+d*max(40,cam.data.ortho_scale*22)
     s.render.film_transparent=False
 
@@ -337,10 +337,16 @@
     for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
 
 def tube_path(name,points,r,m,sides=6):
-    verts=[]
+    verts=[]; previous=None
     for i,p in enumerate(points):
         p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
-        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
+        tang.normalize()
+        if previous is None:
+            up=min((Vector((1,0,0)),Vector((0,1,0)),Vector((0,0,1))),key=lambda u:abs(tang.dot(u)))
+            a=(up-tang*up.dot(tang)).normalized()
+        else:
+            a=(previous-tang*previous.dot(tang)).normalized()
+        b=tang.cross(a).normalized();previous=a
         verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
     faces=[]
     for i in range(len(points)-1):
@@ -479,7 +485,7 @@
         tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
         for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
         for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
-    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
+    rod('Underseat stretcher',(-.66,.31,.25),(.66,.31,.25),.025,green,8)
 
 def hedge():
     leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
@@ -497,23 +503,29 @@
                 for j in range(N+1):
                     q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                     v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
-                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
+                    d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
                     v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
             for i in range(N):
                 for j in range(N):
                     a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
     o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
-    o.data.materials.append(leaf2)
-    for p in o.data.polygons:
-        if random.random()<.20:p.material_index=1
-    # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
-    for i in range(35):
-        a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77
-        x,y=r*math.cos(a),r*math.sin(a)
-        if abs(x)<.56:x*=1.25
-        if abs(y)<.56:y*=1.25
-        vv=[(x-.027,y,z),(x,y-.018,z+.026),(x+.028,y,z+.012),(x,y+.018,z-.014)]
-        mesh('Edge leaf',vv,[(0,1,2),(0,2,3)],leaf2,True)
+    # Shared boundary coordinates and welded normals prevent cracks at cube-face seams.
+    import bmesh
+    bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.00001)
+    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free();o.data.update()
+    # Small convex leaf diamonds sit on the shrub surface, including the top silhouette.
+    for i in range(240):
+        axis=random.choice([0,1,2,2]);sign=1 if axis==2 else random.choice([-1,1])
+        q=[random.uniform(-1,1) for _ in range(3)];q[axis]=sign
+        v=Vector(q);inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
+        d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
+        n=Vector((v.x-inner.x,v.y-inner.y,(v.z-inner.z)*1.4)).normalized()
+        v+=v.normalized()*d;center=Vector((v.x*.79,v.y*.79,.74+v.z*.56))+n*.008
+        a=n.cross(Vector((0,1,0)) if abs(n.z)>.8 else Vector((0,0,1))).normalized();b=n.cross(a).normalized()
+        angle=random.uniform(0,math.tau);u=a*math.cos(angle)+b*math.sin(angle);w=n.cross(u)
+        length=random.uniform(.034,.052);width=length*.55
+        vv=[center-u*length,center+w*width,center+u*length,center-w*width,center+n*.008]
+        mesh('Boxwood leaf',vv,[(0,1,4),(1,2,4),(2,3,4),(3,0,4)],leaf2 if i%3 else leaf,True)
 
 BUILDERS={'street-sweeper':sweeper,'tram':tram,'raft-2':lambda:raft(4),'raft-3':lambda:raft(6),'raft-4':lambda:raft(8),'lily-pad':lily,'donut':donut,'tram-signal':signal,'bench':bench,'hedge':hedge}
 DESCS={
@@ -537,13 +549,14 @@
       '`blender -b --python-exit-code 1 --python build_street.py -- all` rebuilds every asset from an empty scene, bakes and exports, re-imports each GLB into a fresh scene, checks bounds/origin/materials/triangles/file size, and renders the actual imported mesh. A slug instead of `all` builds only that asset. `lineup` only assembles the existing previews.',
       'Each asset has one mesh, one baked Body material, and optional Glass/Glow. Body has a 512×512 RGB albedo and a 512×512 packed roughness/metallic image (R=1, G=roughness, B=metallic). The exporter binds G/B as glTF metallicRoughnessTexture. Geometry carries bevels, leaf veins, planks, brush tufts and other silhouette detail. Glass is alpha BLEND at 0.35; Glow is untextured emission.',
       'Texture provenance: original Blender procedural nodes, baked with Cycles EMIT at 8 samples and 5 px dilation. No Poly Haven texture IDs used; no external image sources. Albedo contains material colour variation, not directional lighting. The packed map contains material roughness/metallic, not a baked AO pass. No normal map is needed for this low-poly geometry.',
-      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; for the close-up doughnut it extends beyond the frame. Preview lights, cameras, ground and grid are not exported.',
+      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; the doughnut game view includes the complete square, while its side view is a close-up. Preview lights, cameras, ground and grid are not exported.',
       '`lineup.png` is a 1600×800 contact lineup of those same game-view renders, independently framed for readable comparison; the labels give real dimensions. It is not a common-scale scene. The lineup compositor uses system Python 3 with Pillow; all modeling, baking, export and rendering use bpy.',
       'Per-piece `*-validation.json` records the fresh Blender import. `*-audit.json` is the independent serialized-GLB audit (zero degenerate triangles, finite attributes, embedded textures). Runtime three.js draw calls and FPS are not measured by this asset worker.',
       '', '## What still looks weak','',
       '- The tram is deliberately economical: dark backed glass and no passenger interior, opening doors or animated pantograph.',
       '- The longer raft rope coils and the doughnut icing are visibly polygonal in extreme close-ups; they are designed for the stated phone-scale camera.',
       '- The hedge uses opaque modeled foliage with baked colour variation, not individual alpha-cutout leaves; its leaf detail is suggestive.',
+      '- The independent visual critic preferred stronger tram roof contrast and a more uniform hedge surface. These remain artistic limitations; see critic-review.txt. Its sweeper brush visibility finding was addressed by extending both brush arms. Its request for more distinct raft designs was not adopted: the three rafts intentionally share construction at the specified lengths.',
       '- Signal lamps share one Glow material as requested, so alternating each lamp independently would need a runtime material/mesh split.',
       '- The 0.45 m raft height includes accessories: the longer rafts carry shallow crates to preserve the specified total bounds.',
       '- No in-game collision meshes, motion, sounds or integration code are included; this delivery is the static asset pack.', '']

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
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exec
/bin/bash -lc "rg --files -g '*hop*' /tmp | head -15; tail -4 final-clean-build.log" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 272ms:
rg: /tmp/blr_ck0dIz: Permission denied (os error 13)
rg: /tmp/snap-private-tmp: Permission denied (os error 13)
rg: /tmp/systemd-private-12b95ffe2619470090e50475912b26bb-hq-web.service-F1JdeM: Permission denied (os error 13)
/tmp/w-laws-pftool/adapters/hop.json
/tmp/citygen-mine/pub/live/city-preview/vendor/addons/libs/meshopt_decoder.module.js
/tmp/hop-r1/stage/hop-preview/vendor/addons/libs/meshopt_decoder.module.js
/tmp/hop-small-functions.txt
/tmp/char-b1-runtime/node_modules/three/examples/jsm/libs/meshopt_clusterizer.module.js
/tmp/char-b1-runtime/node_modules/three/examples/jsm/libs/meshopt_decoder.module.js
/tmp/char-b1-runtime/node_modules/three/examples/jsm/libs/meshopt_simplifier.module.js
/tmp/a7v-runtime/node_modules/three/examples/jsm/libs/meshopt_clusterizer.module.js
/tmp/a7v-runtime/node_modules/three/examples/jsm/libs/meshopt_decoder.module.js
/tmp/a7v-runtime/node_modules/three/examples/jsm/libs/meshopt_simplifier.module.js
/tmp/type99-runtime/node_modules/three/examples/jsm/libs/meshopt_clusterizer.module.js
/tmp/type99-runtime/node_modules/three/examples/jsm/libs/meshopt_decoder.module.js
/tmp/type99-runtime/node_modules/three/examples/jsm/libs/meshopt_simplifier.module.js
/tmp/humvee-troop-v1-verify/three/examples/jsm/libs/meshopt_decoder.module.js
/tmp/hop-summary-functions.txt
  s.world=bpy.data.worlds.new('Soft daylight');s.world.use_nodes=True;s.world.node_tree.nodes['Background'].inputs[0].default_value=(.65,.73,.85,1);s.world.node_tree.nodes['Background'].inputs[1].default_value=.55
00:08.826  render           | Saved: '/root/hop-street/street-sweeper.png'
00:14.223  render           | Saved: '/root/hop-street/street-sweeper-side.png'
DELIVERED street-sweeper

diff --git a/jobs/hop-street-v1/build_street.py b/jobs/hop-street-v1/build_street.py
index 51ba46adc05dff23097630ef30649984ee6cb7e8..b8230b023dd40a062404ac8f9f99f2a82cc7ca6d
--- a/jobs/hop-street-v1/build_street.py
+++ b/jobs/hop-street-v1/build_street.py
@@ -140,7 +140,7 @@
         box('Headlight surround',(s*.65,-2.415,1.16),(.34,.075,.22),white,.035)
         box('Headlight',(s*.65,-2.46,1.17),(.24,.017,.13),glow,.025)
         # Side brushes flare beyond the body, a ring of individual bristle tufts.
-        cx=s*.66; cy=-2.05
+        cx=s*.87; cy=-2.40
         rod('Brush hydraulic arm',(s*.58,-1.5,.62),(cx,cy,.29),.052,steel)
         cyl('Brush bristle skirt',(cx,cy,.15),.37,.21,dark,24,r2=.29)
         cyl('Orange brush disc',(cx,cy,.27),.295,.065,orange,24)
@@ -229,7 +229,7 @@
     inv=cam.rotation_euler.to_matrix().transposed(); pts=[inv@(Vector(v)-center) for v in ob.bound_box]
     aspect=s.render.resolution_x/s.render.resolution_y
     cam.data.ortho_scale=max(max(p.x for p in pts)-min(p.x for p in pts),(max(p.y for p in pts)-min(p.y for p in pts))*aspect)*1.25
-    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else .8)
+    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else 3.1)
     if side:cam.location=center+d*max(40,cam.data.ortho_scale*22)
     s.render.film_transparent=False
 
@@ -337,10 +337,16 @@
     for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
 
 def tube_path(name,points,r,m,sides=6):
-    verts=[]
+    verts=[]; previous=None
     for i,p in enumerate(points):
         p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
-        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
+        tang.normalize()
+        if previous is None:
+            up=min((Vector((1,0,0)),Vector((0,1,0)),Vector((0,0,1))),key=lambda u:abs(tang.dot(u)))
+            a=(up-tang*up.dot(tang)).normalized()
+        else:
+            a=(previous-tang*previous.dot(tang)).normalized()
+        b=tang.cross(a).normalized();previous=a
         verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
     faces=[]
     for i in range(len(points)-1):
@@ -479,7 +485,7 @@
         tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
         for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
         for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
-    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
+    rod('Underseat stretcher',(-.66,.31,.25),(.66,.31,.25),.025,green,8)
 
 def hedge():
     leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
@@ -497,23 +503,29 @@
                 for j in range(N+1):
                     q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                     v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
-                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
+                    d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
                     v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
             for i in range(N):
                 for j in range(N):
                     a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
     o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
-    o.data.materials.append(leaf2)
-    for p in o.data.polygons:
-        if random.random()<.20:p.material_index=1
-    # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
-    for i in range(35):
-        a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77
-        x,y=r*math.cos(a),r*math.sin(a)
-        if abs(x)<.56:x*=1.25
-        if abs(y)<.56:y*=1.25
-        vv=[(x-.027,y,z),(x,y-.018,z+.026),(x+.028,y,z+.012),(x,y+.018,z-.014)]
-        mesh('Edge leaf',vv,[(0,1,2),(0,2,3)],leaf2,True)
+    # Shared boundary coordinates and welded normals prevent cracks at cube-face seams.
+    import bmesh
+    bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.00001)
+    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free();o.data.update()
+    # Small convex leaf diamonds sit on the shrub surface, including the top silhouette.
+    for i in range(240):
+        axis=random.choice([0,1,2,2]);sign=1 if axis==2 else random.choice([-1,1])
+        q=[random.uniform(-1,1) for _ in range(3)];q[axis]=sign
+        v=Vector(q);inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
+        d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
+        n=Vector((v.x-inner.x,v.y-inner.y,(v.z-inner.z)*1.4)).normalized()
+        v+=v.normalized()*d;center=Vector((v.x*.79,v.y*.79,.74+v.z*.56))+n*.008
+        a=n.cross(Vector((0,1,0)) if abs(n.z)>.8 else Vector((0,0,1))).normalized();b=n.cross(a).normalized()
+        angle=random.uniform(0,math.tau);u=a*math.cos(angle)+b*math.sin(angle);w=n.cross(u)
+        length=random.uniform(.034,.052);width=length*.55
+        vv=[center-u*length,center+w*width,center+u*length,center-w*width,center+n*.008]
+        mesh('Boxwood leaf',vv,[(0,1,4),(1,2,4),(2,3,4),(3,0,4)],leaf2 if i%3 else leaf,True)
 
 BUILDERS={'street-sweeper':sweeper,'tram':tram,'raft-2':lambda:raft(4),'raft-3':lambda:raft(6),'raft-4':lambda:raft(8),'lily-pad':lily,'donut':donut,'tram-signal':signal,'bench':bench,'hedge':hedge}
 DESCS={
@@ -537,13 +549,14 @@
       '`blender -b --python-exit-code 1 --python build_street.py -- all` rebuilds every asset from an empty scene, bakes and exports, re-imports each GLB into a fresh scene, checks bounds/origin/materials/triangles/file size, and renders the actual imported mesh. A slug instead of `all` builds only that asset. `lineup` only assembles the existing previews.',
       'Each asset has one mesh, one baked Body material, and optional Glass/Glow. Body has a 512×512 RGB albedo and a 512×512 packed roughness/metallic image (R=1, G=roughness, B=metallic). The exporter binds G/B as glTF metallicRoughnessTexture. Geometry carries bevels, leaf veins, planks, brush tufts and other silhouette detail. Glass is alpha BLEND at 0.35; Glow is untextured emission.',
       'Texture provenance: original Blender procedural nodes, baked with Cycles EMIT at 8 samples and 5 px dilation. No Poly Haven texture IDs used; no external image sources. Albedo contains material colour variation, not directional lighting. The packed map contains material roughness/metallic, not a baked AO pass. No normal map is needed for this low-poly geometry.',
-      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; for the close-up doughnut it extends beyond the frame. Preview lights, cameras, ground and grid are not exported.',
+      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; the doughnut game view includes the complete square, while its side view is a close-up. Preview lights, cameras, ground and grid are not exported.',
       '`lineup.png` is a 1600×800 contact lineup of those same game-view renders, independently framed for readable comparison; the labels give real dimensions. It is not a common-scale scene. The lineup compositor uses system Python 3 with Pillow; all modeling, baking, export and rendering use bpy.',
       'Per-piece `*-validation.json` records the fresh Blender import. `*-audit.json` is the independent serialized-GLB audit (zero degenerate triangles, finite attributes, embedded textures). Runtime three.js draw calls and FPS are not measured by this asset worker.',
       '', '## What still looks weak','',
       '- The tram is deliberately economical: dark backed glass and no passenger interior, opening doors or animated pantograph.',
       '- The longer raft rope coils and the doughnut icing are visibly polygonal in extreme close-ups; they are designed for the stated phone-scale camera.',
       '- The hedge uses opaque modeled foliage with baked colour variation, not individual alpha-cutout leaves; its leaf detail is suggestive.',
+      '- The independent visual critic preferred stronger tram roof contrast and a more uniform hedge surface. These remain artistic limitations; see critic-review.txt. Its sweeper brush visibility finding was addressed by extending both brush arms. Its request for more distinct raft designs was not adopted: the three rafts intentionally share construction at the specified lengths.',
       '- Signal lamps share one Glow material as requested, so alternating each lamp independently would need a runtime material/mesh split.',
       '- The 0.45 m raft height includes accessories: the longer rafts carry shallow crates to preserve the specified total bounds.',
       '- No in-game collision meshes, motion, sounds or integration code are included; this delivery is the static asset pack.', '']

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
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hook: PreToolUse Completed
exec
/bin/bash -lc 'timeout 60 scp gex44:/root/hop-street/street-sweeper.png gex44:/root/hop-street/street-sweeper.glb .' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 2206ms:
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
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exec
/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
for p in Path('/tmp').glob('hop-*-function*.txt'):print(p)
PY" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
/tmp/hop-summary-functions.txt
/tmp/hop-tram-function.txt
/tmp/hop-rafts-function.txt
/tmp/hop-small-functions.txt

diff --git a/jobs/hop-street-v1/build_street.py b/jobs/hop-street-v1/build_street.py
index 51ba46adc05dff23097630ef30649984ee6cb7e8..b8230b023dd40a062404ac8f9f99f2a82cc7ca6d
--- a/jobs/hop-street-v1/build_street.py
+++ b/jobs/hop-street-v1/build_street.py
@@ -140,7 +140,7 @@
         box('Headlight surround',(s*.65,-2.415,1.16),(.34,.075,.22),white,.035)
         box('Headlight',(s*.65,-2.46,1.17),(.24,.017,.13),glow,.025)
         # Side brushes flare beyond the body, a ring of individual bristle tufts.
-        cx=s*.66; cy=-2.05
+        cx=s*.87; cy=-2.40
         rod('Brush hydraulic arm',(s*.58,-1.5,.62),(cx,cy,.29),.052,steel)
         cyl('Brush bristle skirt',(cx,cy,.15),.37,.21,dark,24,r2=.29)
         cyl('Orange brush disc',(cx,cy,.27),.295,.065,orange,24)
@@ -229,7 +229,7 @@
     inv=cam.rotation_euler.to_matrix().transposed(); pts=[inv@(Vector(v)-center) for v in ob.bound_box]
     aspect=s.render.resolution_x/s.render.resolution_y
     cam.data.ortho_scale=max(max(p.x for p in pts)-min(p.x for p in pts),(max(p.y for p in pts)-min(p.y for p in pts))*aspect)*1.25
-    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else .8)
+    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else 3.1)
     if side:cam.location=center+d*max(40,cam.data.ortho_scale*22)
     s.render.film_transparent=False
 
@@ -337,10 +337,16 @@
     for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
 
 def tube_path(name,points,r,m,sides=6):
-    verts=[]
+    verts=[]; previous=None
     for i,p in enumerate(points):
         p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
-        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
+        tang.normalize()
+        if previous is None:
+            up=min((Vector((1,0,0)),Vector((0,1,0)),Vector((0,0,1))),key=lambda u:abs(tang.dot(u)))
+            a=(up-tang*up.dot(tang)).normalized()
+        else:
+            a=(previous-tang*previous.dot(tang)).normalized()
+        b=tang.cross(a).normalized();previous=a
         verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
     faces=[]
     for i in range(len(points)-1):
@@ -479,7 +485,7 @@
         tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
         for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
         for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
-    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
+    rod('Underseat stretcher',(-.66,.31,.25),(.66,.31,.25),.025,green,8)
 
 def hedge():
     leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
@@ -497,23 +503,29 @@
                 for j in range(N+1):
                     q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                     v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
-                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
+                    d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
                     v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
             for i in range(N):
                 for j in range(N):
                     a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
     o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
-    o.data.materials.append(leaf2)
-    for p in o.data.polygons:
-        if random.random()<.20:p.material_index=1
-    # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
-    for i in range(35):
-        a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77
-        x,y=r*math.cos(a),r*math.sin(a)
-        if abs(x)<.56:x*=1.25
-        if abs(y)<.56:y*=1.25
-        vv=[(x-.027,y,z),(x,y-.018,z+.026),(x+.028,y,z+.012),(x,y+.018,z-.014)]
-        mesh('Edge leaf',vv,[(0,1,2),(0,2,3)],leaf2,True)
+    # Shared boundary coordinates and welded normals prevent cracks at cube-face seams.
+    import bmesh
+    bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.00001)
+    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free();o.data.update()
+    # Small convex leaf diamonds sit on the shrub surface, including the top silhouette.
+    for i in range(240):
+        axis=random.choice([0,1,2,2]);sign=1 if axis==2 else random.choice([-1,1])
+        q=[random.uniform(-1,1) for _ in range(3)];q[axis]=sign
+        v=Vector(q);inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
+        d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
+        n=Vector((v.x-inner.x,v.y-inner.y,(v.z-inner.z)*1.4)).normalized()
+        v+=v.normalized()*d;center=Vector((v.x*.79,v.y*.79,.74+v.z*.56))+n*.008
+        a=n.cross(Vector((0,1,0)) if abs(n.z)>.8 else Vector((0,0,1))).normalized();b=n.cross(a).normalized()
+        angle=random.uniform(0,math.tau);u=a*math.cos(angle)+b*math.sin(angle);w=n.cross(u)
+        length=random.uniform(.034,.052);width=length*.55
+        vv=[center-u*length,center+w*width,center+u*length,center-w*width,center+n*.008]
+        mesh('Boxwood leaf',vv,[(0,1,4),(1,2,4),(2,3,4),(3,0,4)],leaf2 if i%3 else leaf,True)
 
 BUILDERS={'street-sweeper':sweeper,'tram':tram,'raft-2':lambda:raft(4),'raft-3':lambda:raft(6),'raft-4':lambda:raft(8),'lily-pad':lily,'donut':donut,'tram-signal':signal,'bench':bench,'hedge':hedge}
 DESCS={
@@ -537,13 +549,14 @@
       '`blender -b --python-exit-code 1 --python build_street.py -- all` rebuilds every asset from an empty scene, bakes and exports, re-imports each GLB into a fresh scene, checks bounds/origin/materials/triangles/file size, and renders the actual imported mesh. A slug instead of `all` builds only that asset. `lineup` only assembles the existing previews.',
       'Each asset has one mesh, one baked Body material, and optional Glass/Glow. Body has a 512×512 RGB albedo and a 512×512 packed roughness/metallic image (R=1, G=roughness, B=metallic). The exporter binds G/B as glTF metallicRoughnessTexture. Geometry carries bevels, leaf veins, planks, brush tufts and other silhouette detail. Glass is alpha BLEND at 0.35; Glow is untextured emission.',
       'Texture provenance: original Blender procedural nodes, baked with Cycles EMIT at 8 samples and 5 px dilation. No Poly Haven texture IDs used; no external image sources. Albedo contains material colour variation, not directional lighting. The packed map contains material roughness/metallic, not a baked AO pass. No normal map is needed for this low-poly geometry.',
-      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; for the close-up doughnut it extends beyond the frame. Preview lights, cameras, ground and grid are not exported.',
+      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; the doughnut game view includes the complete square, while its side view is a close-up. Preview lights, cameras, ground and grid are not exported.',
       '`lineup.png` is a 1600×800 contact lineup of those same game-view renders, independently framed for readable comparison; the labels give real dimensions. It is not a common-scale scene. The lineup compositor uses system Python 3 with Pillow; all modeling, baking, export and rendering use bpy.',
       'Per-piece `*-validation.json` records the fresh Blender import. `*-audit.json` is the independent serialized-GLB audit (zero degenerate triangles, finite attributes, embedded textures). Runtime three.js draw calls and FPS are not measured by this asset worker.',
       '', '## What still looks weak','',
       '- The tram is deliberately economical: dark backed glass and no passenger interior, opening doors or animated pantograph.',
       '- The longer raft rope coils and the doughnut icing are visibly polygonal in extreme close-ups; they are designed for the stated phone-scale camera.',
       '- The hedge uses opaque modeled foliage with baked colour variation, not individual alpha-cutout leaves; its leaf detail is suggestive.',
+      '- The independent visual critic preferred stronger tram roof contrast and a more uniform hedge surface. These remain artistic limitations; see critic-review.txt. Its sweeper brush visibility finding was addressed by extending both brush arms. Its request for more distinct raft designs was not adopted: the three rafts intentionally share construction at the specified lengths.',
       '- Signal lamps share one Glow material as requested, so alternating each lamp independently would need a runtime material/mesh split.',
       '- The 0.45 m raft height includes accessories: the longer rafts carry shallow crates to preserve the specified total bounds.',
       '- No in-game collision meshes, motion, sounds or integration code are included; this delivery is the static asset pack.', '']

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exec
/bin/bash -lc "forge-agent run --harness claude --model sonnet --purpose hop-street-brush-recheck --repo /home/claude-agent/forge-build/forge-assets --timeout 180 --task 'Read-only targeted visual follow-up; do not edit or delegate. Open actual images /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1/review-brush-baseline/street-sweeper.png and /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1/street-sweeper.png. Previous finding F3: sweeper brushes partly hidden below cab; acceptance two distinct dark bristle discs visible outside front wheel silhouette at 55-degree game camera. Author moved both brush arms outward and forward, keeping normalized 2x5x2.7m bounds. Report F3 resolved/remaining/regressed, evidence, and any new regression. Do not review other assets. Other earlier artistic suggestions remain recorded in NOTES.md; this targeted result is not an overall pack PASS. If you cannot read real images return BLOCKED. Respond concisely to stdout.' > critic-brush-recheck.txt 2>&1" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
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exec
/bin/bash -lc 'tail -3 final-clean-build.log' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
00:37.346  render           | Saved: '/root/hop-street/raft-2.png'
00:42.198  render           | Saved: '/root/hop-street/raft-2-side.png'
DELIVERED raft-2

diff --git a/jobs/hop-street-v1/build_street.py b/jobs/hop-street-v1/build_street.py
index 51ba46adc05dff23097630ef30649984ee6cb7e8..b8230b023dd40a062404ac8f9f99f2a82cc7ca6d
--- a/jobs/hop-street-v1/build_street.py
+++ b/jobs/hop-street-v1/build_street.py
@@ -140,7 +140,7 @@
         box('Headlight surround',(s*.65,-2.415,1.16),(.34,.075,.22),white,.035)
         box('Headlight',(s*.65,-2.46,1.17),(.24,.017,.13),glow,.025)
         # Side brushes flare beyond the body, a ring of individual bristle tufts.
-        cx=s*.66; cy=-2.05
+        cx=s*.87; cy=-2.40
         rod('Brush hydraulic arm',(s*.58,-1.5,.62),(cx,cy,.29),.052,steel)
         cyl('Brush bristle skirt',(cx,cy,.15),.37,.21,dark,24,r2=.29)
         cyl('Orange brush disc',(cx,cy,.27),.295,.065,orange,24)
@@ -229,7 +229,7 @@
     inv=cam.rotation_euler.to_matrix().transposed(); pts=[inv@(Vector(v)-center) for v in ob.bound_box]
     aspect=s.render.resolution_x/s.render.resolution_y
     cam.data.ortho_scale=max(max(p.x for p in pts)-min(p.x for p in pts),(max(p.y for p in pts)-min(p.y for p in pts))*aspect)*1.25
-    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else .8)
+    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else 3.1)
     if side:cam.location=center+d*max(40,cam.data.ortho_scale*22)
     s.render.film_transparent=False
 
@@ -337,10 +337,16 @@
     for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
 
 def tube_path(name,points,r,m,sides=6):
-    verts=[]
+    verts=[]; previous=None
     for i,p in enumerate(points):
         p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
-        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
+        tang.normalize()
+        if previous is None:
+            up=min((Vector((1,0,0)),Vector((0,1,0)),Vector((0,0,1))),key=lambda u:abs(tang.dot(u)))
+            a=(up-tang*up.dot(tang)).normalized()
+        else:
+            a=(previous-tang*previous.dot(tang)).normalized()
+        b=tang.cross(a).normalized();previous=a
         verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
     faces=[]
     for i in range(len(points)-1):
@@ -479,7 +485,7 @@
         tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
         for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
         for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
-    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
+    rod('Underseat stretcher',(-.66,.31,.25),(.66,.31,.25),.025,green,8)
 
 def hedge():
     leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
@@ -497,23 +503,29 @@
                 for j in range(N+1):
                     q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                     v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
-                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
+                    d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
                     v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
             for i in range(N):
                 for j in range(N):
                     a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
     o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
-    o.data.materials.append(leaf2)
-    for p in o.data.polygons:
-        if random.random()<.20:p.material_index=1
-    # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
-    for i in range(35):
-        a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77
-        x,y=r*math.cos(a),r*math.sin(a)
-        if abs(x)<.56:x*=1.25
-        if abs(y)<.56:y*=1.25
-        vv=[(x-.027,y,z),(x,y-.018,z+.026),(x+.028,y,z+.012),(x,y+.018,z-.014)]
-        mesh('Edge leaf',vv,[(0,1,2),(0,2,3)],leaf2,True)
+    # Shared boundary coordinates and welded normals prevent cracks at cube-face seams.
+    import bmesh
+    bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.00001)
+    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free();o.data.update()
+    # Small convex leaf diamonds sit on the shrub surface, including the top silhouette.
+    for i in range(240):
+        axis=random.choice([0,1,2,2]);sign=1 if axis==2 else random.choice([-1,1])
+        q=[random.uniform(-1,1) for _ in range(3)];q[axis]=sign
+        v=Vector(q);inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
+        d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
+        n=Vector((v.x-inner.x,v.y-inner.y,(v.z-inner.z)*1.4)).normalized()
+        v+=v.normalized()*d;center=Vector((v.x*.79,v.y*.79,.74+v.z*.56))+n*.008
+        a=n.cross(Vector((0,1,0)) if abs(n.z)>.8 else Vector((0,0,1))).normalized();b=n.cross(a).normalized()
+        angle=random.uniform(0,math.tau);u=a*math.cos(angle)+b*math.sin(angle);w=n.cross(u)
+        length=random.uniform(.034,.052);width=length*.55
+        vv=[center-u*length,center+w*width,center+u*length,center-w*width,center+n*.008]
+        mesh('Boxwood leaf',vv,[(0,1,4),(1,2,4),(2,3,4),(3,0,4)],leaf2 if i%3 else leaf,True)
 
 BUILDERS={'street-sweeper':sweeper,'tram':tram,'raft-2':lambda:raft(4),'raft-3':lambda:raft(6),'raft-4':lambda:raft(8),'lily-pad':lily,'donut':donut,'tram-signal':signal,'bench':bench,'hedge':hedge}
 DESCS={
@@ -537,13 +549,14 @@
       '`blender -b --python-exit-code 1 --python build_street.py -- all` rebuilds every asset from an empty scene, bakes and exports, re-imports each GLB into a fresh scene, checks bounds/origin/materials/triangles/file size, and renders the actual imported mesh. A slug instead of `all` builds only that asset. `lineup` only assembles the existing previews.',
       'Each asset has one mesh, one baked Body material, and optional Glass/Glow. Body has a 512×512 RGB albedo and a 512×512 packed roughness/metallic image (R=1, G=roughness, B=metallic). The exporter binds G/B as glTF metallicRoughnessTexture. Geometry carries bevels, leaf veins, planks, brush tufts and other silhouette detail. Glass is alpha BLEND at 0.35; Glow is untextured emission.',
       'Texture provenance: original Blender procedural nodes, baked with Cycles EMIT at 8 samples and 5 px dilation. No Poly Haven texture IDs used; no external image sources. Albedo contains material colour variation, not directional lighting. The packed map contains material roughness/metallic, not a baked AO pass. No normal map is needed for this low-poly geometry.',
-      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; for the close-up doughnut it extends beyond the frame. Preview lights, cameras, ground and grid are not exported.',
+      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; the doughnut game view includes the complete square, while its side view is a close-up. Preview lights, cameras, ground and grid are not exported.',
       '`lineup.png` is a 1600×800 contact lineup of those same game-view renders, independently framed for readable comparison; the labels give real dimensions. It is not a common-scale scene. The lineup compositor uses system Python 3 with Pillow; all modeling, baking, export and rendering use bpy.',
       'Per-piece `*-validation.json` records the fresh Blender import. `*-audit.json` is the independent serialized-GLB audit (zero degenerate triangles, finite attributes, embedded textures). Runtime three.js draw calls and FPS are not measured by this asset worker.',
       '', '## What still looks weak','',
       '- The tram is deliberately economical: dark backed glass and no passenger interior, opening doors or animated pantograph.',
       '- The longer raft rope coils and the doughnut icing are visibly polygonal in extreme close-ups; they are designed for the stated phone-scale camera.',
       '- The hedge uses opaque modeled foliage with baked colour variation, not individual alpha-cutout leaves; its leaf detail is suggestive.',
+      '- The independent visual critic preferred stronger tram roof contrast and a more uniform hedge surface. These remain artistic limitations; see critic-review.txt. Its sweeper brush visibility finding was addressed by extending both brush arms. Its request for more distinct raft designs was not adopted: the three rafts intentionally share construction at the specified lengths.',
       '- Signal lamps share one Glow material as requested, so alternating each lamp independently would need a runtime material/mesh split.',
       '- The 0.45 m raft height includes accessories: the longer rafts carry shallow crates to preserve the specified total bounds.',
       '- No in-game collision meshes, motion, sounds or integration code are included; this delivery is the static asset pack.', '']

codex
The updated [sweeper](street-sweeper.glb) now shows both round brushes clearly from above, with its dimensions unchanged. The final rebuild is progressing through the remaining pieces. Afterward I’ll verify the serialized GLBs, texture sizes, and preview dimensions.

 succeeded in 9664ms:
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exec
/bin/bash -lc 'tail -2 critic-brush-recheck.txt; tail -3 final-clean-build.log' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
(no changes)
{"type": "result", "is_error": false, "result": "**F3: RESOLVED.** I read both images as real images.\n\n**Baseline (`review-brush-baseline/street-sweeper.png`):** the brushes are mostly hidden. One orange/black sliver shows at the bottom near the right front wheel. The other is buried under the bumper and wheel at the left. Neither reads as a distinct bristle disc.\n\n**Current (`street-sweeper.png`):**\n- Two separate round brushes sit outside the front wheels. One is at the front-left, near (200, 600). The other is at the front-right, near (330, 670).\n- Each has a dark, spiky bristle ring and an orange hub cap.\n- A thin arm links each brush to the chassis.\n- Both rings are fully visible. They clear the cab, bumper and wheels.\n\n**New regressions:** none visible at this angle.\n- The truck body, cab, glass, bumper and wheels look the same as before.\n- The truck is also fully in frame.\n- The left brush sits slightly behind and left of the front wheel, but it is not occluded.\n- The right brush is forward of the wheel.\n\n**Caveats:**\n- I can't measure the 2x5x2.7m bounds from the PNG, so that part is taken from the author's note.\n- This covers F3 only and is not an overall pack PASS.", "modelUsage": {"claude-sonnet-5-5": {"inputTokens": 4, "outputTokens": 604, "cacheReadInputTokens": 29409, "cacheCreationInputTokens": 21783, "webSearchRequests": 0, "costUSD": 0.0634464, "contextWindow": 1000000, "maxOutputTokens": 128000, "thinkingTokens": 0, "canonicalModel": "claude-sonnet-5-5", "provider": "firstParty", "costBasis": "list"}}, "session_id": "aeb9b3fa-3b78-4e71-a726-97575ee78ca4", "worktree": "/home/claude-agent/forge-build/forge-assets/.forge-worktrees/1791828442-bdaacc", "branch": "task/1791828442-bdaacc", "items": {"num_turns": 3, "subtype": "success"}}
20:07:37 | INFO: glTF import finished in 0.01s
VALIDATED {"slug": "raft-4", "glb": "raft-4.glb", "size_m": [8.0, 1.8, 0.45], "tris": 2374, "materials": ["Body"]}
01:03.324  render           | Saved: '/root/hop-street/raft-4.png'

diff --git a/jobs/hop-street-v1/build_street.py b/jobs/hop-street-v1/build_street.py
index 51ba46adc05dff23097630ef30649984ee6cb7e8..b8230b023dd40a062404ac8f9f99f2a82cc7ca6d
--- a/jobs/hop-street-v1/build_street.py
+++ b/jobs/hop-street-v1/build_street.py
@@ -140,7 +140,7 @@
         box('Headlight surround',(s*.65,-2.415,1.16),(.34,.075,.22),white,.035)
         box('Headlight',(s*.65,-2.46,1.17),(.24,.017,.13),glow,.025)
         # Side brushes flare beyond the body, a ring of individual bristle tufts.
-        cx=s*.66; cy=-2.05
+        cx=s*.87; cy=-2.40
         rod('Brush hydraulic arm',(s*.58,-1.5,.62),(cx,cy,.29),.052,steel)
         cyl('Brush bristle skirt',(cx,cy,.15),.37,.21,dark,24,r2=.29)
         cyl('Orange brush disc',(cx,cy,.27),.295,.065,orange,24)
@@ -229,7 +229,7 @@
     inv=cam.rotation_euler.to_matrix().transposed(); pts=[inv@(Vector(v)-center) for v in ob.bound_box]
     aspect=s.render.resolution_x/s.render.resolution_y
     cam.data.ortho_scale=max(max(p.x for p in pts)-min(p.x for p in pts),(max(p.y for p in pts)-min(p.y for p in pts))*aspect)*1.25
-    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else .8)
+    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else 3.1)
     if side:cam.location=center+d*max(40,cam.data.ortho_scale*22)
     s.render.film_transparent=False
 
@@ -337,10 +337,16 @@
     for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
 
 def tube_path(name,points,r,m,sides=6):
-    verts=[]
+    verts=[]; previous=None
     for i,p in enumerate(points):
         p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
-        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
+        tang.normalize()
+        if previous is None:
+            up=min((Vector((1,0,0)),Vector((0,1,0)),Vector((0,0,1))),key=lambda u:abs(tang.dot(u)))
+            a=(up-tang*up.dot(tang)).normalized()
+        else:
+            a=(previous-tang*previous.dot(tang)).normalized()
+        b=tang.cross(a).normalized();previous=a
         verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
     faces=[]
     for i in range(len(points)-1):
@@ -479,7 +485,7 @@
         tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
         for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
         for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
-    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
+    rod('Underseat stretcher',(-.66,.31,.25),(.66,.31,.25),.025,green,8)
 
 def hedge():
     leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
@@ -497,23 +503,29 @@
                 for j in range(N+1):
                     q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                     v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
-                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
+                    d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
                     v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
             for i in range(N):
                 for j in range(N):
                     a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
     o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
-    o.data.materials.append(leaf2)
-    for p in o.data.polygons:
-        if random.random()<.20:p.material_index=1
-    # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
-    for i in range(35):
-        a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77
-        x,y=r*math.cos(a),r*math.sin(a)
-        if abs(x)<.56:x*=1.25
-        if abs(y)<.56:y*=1.25
-        vv=[(x-.027,y,z),(x,y-.018,z+.026),(x+.028,y,z+.012),(x,y+.018,z-.014)]
-        mesh('Edge leaf',vv,[(0,1,2),(0,2,3)],leaf2,True)
+    # Shared boundary coordinates and welded normals prevent cracks at cube-face seams.
+    import bmesh
+    bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.00001)
+    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free();o.data.update()
+    # Small convex leaf diamonds sit on the shrub surface, including the top silhouette.
+    for i in range(240):
+        axis=random.choice([0,1,2,2]);sign=1 if axis==2 else random.choice([-1,1])
+        q=[random.uniform(-1,1) for _ in range(3)];q[axis]=sign
+        v=Vector(q);inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
+        d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
+        n=Vector((v.x-inner.x,v.y-inner.y,(v.z-inner.z)*1.4)).normalized()
+        v+=v.normalized()*d;center=Vector((v.x*.79,v.y*.79,.74+v.z*.56))+n*.008
+        a=n.cross(Vector((0,1,0)) if abs(n.z)>.8 else Vector((0,0,1))).normalized();b=n.cross(a).normalized()
+        angle=random.uniform(0,math.tau);u=a*math.cos(angle)+b*math.sin(angle);w=n.cross(u)
+        length=random.uniform(.034,.052);width=length*.55
+        vv=[center-u*length,center+w*width,center+u*length,center-w*width,center+n*.008]
+        mesh('Boxwood leaf',vv,[(0,1,4),(1,2,4),(2,3,4),(3,0,4)],leaf2 if i%3 else leaf,True)
 
 BUILDERS={'street-sweeper':sweeper,'tram':tram,'raft-2':lambda:raft(4),'raft-3':lambda:raft(6),'raft-4':lambda:raft(8),'lily-pad':lily,'donut':donut,'tram-signal':signal,'bench':bench,'hedge':hedge}
 DESCS={
@@ -537,13 +549,14 @@
       '`blender -b --python-exit-code 1 --python build_street.py -- all` rebuilds every asset from an empty scene, bakes and exports, re-imports each GLB into a fresh scene, checks bounds/origin/materials/triangles/file size, and renders the actual imported mesh. A slug instead of `all` builds only that asset. `lineup` only assembles the existing previews.',
       'Each asset has one mesh, one baked Body material, and optional Glass/Glow. Body has a 512×512 RGB albedo and a 512×512 packed roughness/metallic image (R=1, G=roughness, B=metallic). The exporter binds G/B as glTF metallicRoughnessTexture. Geometry carries bevels, leaf veins, planks, brush tufts and other silhouette detail. Glass is alpha BLEND at 0.35; Glow is untextured emission.',
       'Texture provenance: original Blender procedural nodes, baked with Cycles EMIT at 8 samples and 5 px dilation. No Poly Haven texture IDs used; no external image sources. Albedo contains material colour variation, not directional lighting. The packed map contains material roughness/metallic, not a baked AO pass. No normal map is needed for this low-poly geometry.',
-      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; for the close-up doughnut it extends beyond the frame. Preview lights, cameras, ground and grid are not exported.',
+      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; the doughnut game view includes the complete square, while its side view is a close-up. Preview lights, cameras, ground and grid are not exported.',
       '`lineup.png` is a 1600×800 contact lineup of those same game-view renders, independently framed for readable comparison; the labels give real dimensions. It is not a common-scale scene. The lineup compositor uses system Python 3 with Pillow; all modeling, baking, export and rendering use bpy.',
       'Per-piece `*-validation.json` records the fresh Blender import. `*-audit.json` is the independent serialized-GLB audit (zero degenerate triangles, finite attributes, embedded textures). Runtime three.js draw calls and FPS are not measured by this asset worker.',
       '', '## What still looks weak','',
       '- The tram is deliberately economical: dark backed glass and no passenger interior, opening doors or animated pantograph.',
       '- The longer raft rope coils and the doughnut icing are visibly polygonal in extreme close-ups; they are designed for the stated phone-scale camera.',
       '- The hedge uses opaque modeled foliage with baked colour variation, not individual alpha-cutout leaves; its leaf detail is suggestive.',
+      '- The independent visual critic preferred stronger tram roof contrast and a more uniform hedge surface. These remain artistic limitations; see critic-review.txt. Its sweeper brush visibility finding was addressed by extending both brush arms. Its request for more distinct raft designs was not adopted: the three rafts intentionally share construction at the specified lengths.',
       '- Signal lamps share one Glow material as requested, so alternating each lamp independently would need a runtime material/mesh split.',
       '- The 0.45 m raft height includes accessories: the longer rafts carry shallow crates to preserve the specified total bounds.',
       '- No in-game collision meshes, motion, sounds or integration code are included; this delivery is the static asset pack.', '']

hook: PreToolUse
hook: PreToolUse Completed
mcp: forge/coord_check started
mcp: forge/coord_check (completed)
diff --git a/jobs/hop-street-v1/build_street.py b/jobs/hop-street-v1/build_street.py
index 51ba46adc05dff23097630ef30649984ee6cb7e8..b8230b023dd40a062404ac8f9f99f2a82cc7ca6d
--- a/jobs/hop-street-v1/build_street.py
+++ b/jobs/hop-street-v1/build_street.py
@@ -140,7 +140,7 @@
         box('Headlight surround',(s*.65,-2.415,1.16),(.34,.075,.22),white,.035)
         box('Headlight',(s*.65,-2.46,1.17),(.24,.017,.13),glow,.025)
         # Side brushes flare beyond the body, a ring of individual bristle tufts.
-        cx=s*.66; cy=-2.05
+        cx=s*.87; cy=-2.40
         rod('Brush hydraulic arm',(s*.58,-1.5,.62),(cx,cy,.29),.052,steel)
         cyl('Brush bristle skirt',(cx,cy,.15),.37,.21,dark,24,r2=.29)
         cyl('Orange brush disc',(cx,cy,.27),.295,.065,orange,24)
@@ -229,7 +229,7 @@
     inv=cam.rotation_euler.to_matrix().transposed(); pts=[inv@(Vector(v)-center) for v in ob.bound_box]
     aspect=s.render.resolution_x/s.render.resolution_y
     cam.data.ortho_scale=max(max(p.x for p in pts)-min(p.x for p in pts),(max(p.y for p in pts)-min(p.y for p in pts))*aspect)*1.25
-    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else .8)
+    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else 3.1)
     if side:cam.location=center+d*max(40,cam.data.ortho_scale*22)
     s.render.film_transparent=False
 
@@ -337,10 +337,16 @@
     for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
 
 def tube_path(name,points,r,m,sides=6):
-    verts=[]
+    verts=[]; previous=None
     for i,p in enumerate(points):
         p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
-        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
+        tang.normalize()
+        if previous is None:
+            up=min((Vector((1,0,0)),Vector((0,1,0)),Vector((0,0,1))),key=lambda u:abs(tang.dot(u)))
+            a=(up-tang*up.dot(tang)).normalized()
+        else:
+            a=(previous-tang*previous.dot(tang)).normalized()
+        b=tang.cross(a).normalized();previous=a
         verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
     faces=[]
     for i in range(len(points)-1):
@@ -479,7 +485,7 @@
         tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
         for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
         for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
-    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
+    rod('Underseat stretcher',(-.66,.31,.25),(.66,.31,.25),.025,green,8)
 
 def hedge():
     leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
@@ -497,23 +503,29 @@
                 for j in range(N+1):
                     q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                     v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
-                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
+                    d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
                     v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
             for i in range(N):
                 for j in range(N):
                     a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
     o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
-    o.data.materials.append(leaf2)
-    for p in o.data.polygons:
-        if random.random()<.20:p.material_index=1
-    # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
-    for i in range(35):
-        a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77
-        x,y=r*math.cos(a),r*math.sin(a)
-        if abs(x)<.56:x*=1.25
-        if abs(y)<.56:y*=1.25
-        vv=[(x-.027,y,z),(x,y-.018,z+.026),(x+.028,y,z+.012),(x,y+.018,z-.014)]
-        mesh('Edge leaf',vv,[(0,1,2),(0,2,3)],leaf2,True)
+    # Shared boundary coordinates and welded normals prevent cracks at cube-face seams.
+    import bmesh
+    bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.00001)
+    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free();o.data.update()
+    # Small convex leaf diamonds sit on the shrub surface, including the top silhouette.
+    for i in range(240):
+        axis=random.choice([0,1,2,2]);sign=1 if axis==2 else random.choice([-1,1])
+        q=[random.uniform(-1,1) for _ in range(3)];q[axis]=sign
+        v=Vector(q);inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
+        d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
+        n=Vector((v.x-inner.x,v.y-inner.y,(v.z-inner.z)*1.4)).normalized()
+        v+=v.normalized()*d;center=Vector((v.x*.79,v.y*.79,.74+v.z*.56))+n*.008
+        a=n.cross(Vector((0,1,0)) if abs(n.z)>.8 else Vector((0,0,1))).normalized();b=n.cross(a).normalized()
+        angle=random.uniform(0,math.tau);u=a*math.cos(angle)+b*math.sin(angle);w=n.cross(u)
+        length=random.uniform(.034,.052);width=length*.55
+        vv=[center-u*length,center+w*width,center+u*length,center-w*width,center+n*.008]
+        mesh('Boxwood leaf',vv,[(0,1,4),(1,2,4),(2,3,4),(3,0,4)],leaf2 if i%3 else leaf,True)
 
 BUILDERS={'street-sweeper':sweeper,'tram':tram,'raft-2':lambda:raft(4),'raft-3':lambda:raft(6),'raft-4':lambda:raft(8),'lily-pad':lily,'donut':donut,'tram-signal':signal,'bench':bench,'hedge':hedge}
 DESCS={
@@ -537,13 +549,14 @@
       '`blender -b --python-exit-code 1 --python build_street.py -- all` rebuilds every asset from an empty scene, bakes and exports, re-imports each GLB into a fresh scene, checks bounds/origin/materials/triangles/file size, and renders the actual imported mesh. A slug instead of `all` builds only that asset. `lineup` only assembles the existing previews.',
       'Each asset has one mesh, one baked Body material, and optional Glass/Glow. Body has a 512×512 RGB albedo and a 512×512 packed roughness/metallic image (R=1, G=roughness, B=metallic). The exporter binds G/B as glTF metallicRoughnessTexture. Geometry carries bevels, leaf veins, planks, brush tufts and other silhouette detail. Glass is alpha BLEND at 0.35; Glow is untextured emission.',
       'Texture provenance: original Blender procedural nodes, baked with Cycles EMIT at 8 samples and 5 px dilation. No Poly Haven texture IDs used; no external image sources. Albedo contains material colour variation, not directional lighting. The packed map contains material roughness/metallic, not a baked AO pass. No normal map is needed for this low-poly geometry.',
-      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; for the close-up doughnut it extends beyond the frame. Preview lights, cameras, ground and grid are not exported.',
+      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; the doughnut game view includes the complete square, while its side view is a close-up. Preview lights, cameras, ground and grid are not exported.',
       '`lineup.png` is a 1600×800 contact lineup of those same game-view renders, independently framed for readable comparison; the labels give real dimensions. It is not a common-scale scene. The lineup compositor uses system Python 3 with Pillow; all modeling, baking, export and rendering use bpy.',
       'Per-piece `*-validation.json` records the fresh Blender import. `*-audit.json` is the independent serialized-GLB audit (zero degenerate triangles, finite attributes, embedded textures). Runtime three.js draw calls and FPS are not measured by this asset worker.',
       '', '## What still looks weak','',
       '- The tram is deliberately economical: dark backed glass and no passenger interior, opening doors or animated pantograph.',
       '- The longer raft rope coils and the doughnut icing are visibly polygonal in extreme close-ups; they are designed for the stated phone-scale camera.',
       '- The hedge uses opaque modeled foliage with baked colour variation, not individual alpha-cutout leaves; its leaf detail is suggestive.',
+      '- The independent visual critic preferred stronger tram roof contrast and a more uniform hedge surface. These remain artistic limitations; see critic-review.txt. Its sweeper brush visibility finding was addressed by extending both brush arms. Its request for more distinct raft designs was not adopted: the three rafts intentionally share construction at the specified lengths.',
       '- Signal lamps share one Glow material as requested, so alternating each lamp independently would need a runtime material/mesh split.',
       '- The 0.45 m raft height includes accessories: the longer rafts carry shallow crates to preserve the specified total bounds.',
       '- No in-game collision meshes, motion, sounds or integration code are included; this delivery is the static asset pack.', '']

hook: PreToolUse
hook: PreToolUse Completed
mcp: forge/coord_claim started
mcp: forge/coord_claim (completed)
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc 'git worktree remove /home/claude-agent/forge-build/forge-assets/.forge-worktrees/1791828442-bdaacc' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 372ms:
hook: PreToolUse
hook: PreToolUse Completed
mcp: forge/coord_release started
mcp: forge/coord_release (completed)
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
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exec
/bin/bash -lc "python3 - <<'PY'
from pathlib import Path
for name in ['hop-summary-functions.txt','hop-tram-function.txt','hop-rafts-function.txt','hop-small-functions.txt']:
 p=Path('/tmp')/name
 if p.exists():p.unlink()
for p in Path('__pycache__').glob('build_street.*.pyc'):p.unlink()
if Path('__pycache__').exists() and not list(Path('__pycache__').iterdir()):Path('__pycache__').rmdir()
PY" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
diff --git a/jobs/hop-street-v1/build_street.py b/jobs/hop-street-v1/build_street.py
index 51ba46adc05dff23097630ef30649984ee6cb7e8..b8230b023dd40a062404ac8f9f99f2a82cc7ca6d
--- a/jobs/hop-street-v1/build_street.py
+++ b/jobs/hop-street-v1/build_street.py
@@ -140,7 +140,7 @@
         box('Headlight surround',(s*.65,-2.415,1.16),(.34,.075,.22),white,.035)
         box('Headlight',(s*.65,-2.46,1.17),(.24,.017,.13),glow,.025)
         # Side brushes flare beyond the body, a ring of individual bristle tufts.
-        cx=s*.66; cy=-2.05
+        cx=s*.87; cy=-2.40
         rod('Brush hydraulic arm',(s*.58,-1.5,.62),(cx,cy,.29),.052,steel)
         cyl('Brush bristle skirt',(cx,cy,.15),.37,.21,dark,24,r2=.29)
         cyl('Orange brush disc',(cx,cy,.27),.295,.065,orange,24)
@@ -229,7 +229,7 @@
     inv=cam.rotation_euler.to_matrix().transposed(); pts=[inv@(Vector(v)-center) for v in ob.bound_box]
     aspect=s.render.resolution_x/s.render.resolution_y
     cam.data.ortho_scale=max(max(p.x for p in pts)-min(p.x for p in pts),(max(p.y for p in pts)-min(p.y for p in pts))*aspect)*1.25
-    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else .8)
+    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else 3.1)
     if side:cam.location=center+d*max(40,cam.data.ortho_scale*22)
     s.render.film_transparent=False
 
@@ -337,10 +337,16 @@
     for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
 
 def tube_path(name,points,r,m,sides=6):
-    verts=[]
+    verts=[]; previous=None
     for i,p in enumerate(points):
         p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
-        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
+        tang.normalize()
+        if previous is None:
+            up=min((Vector((1,0,0)),Vector((0,1,0)),Vector((0,0,1))),key=lambda u:abs(tang.dot(u)))
+            a=(up-tang*up.dot(tang)).normalized()
+        else:
+            a=(previous-tang*previous.dot(tang)).normalized()
+        b=tang.cross(a).normalized();previous=a
         verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
     faces=[]
     for i in range(len(points)-1):
@@ -479,7 +485,7 @@
         tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
         for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
         for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
-    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
+    rod('Underseat stretcher',(-.66,.31,.25),(.66,.31,.25),.025,green,8)
 
 def hedge():
     leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
@@ -497,23 +503,29 @@
                 for j in range(N+1):
                     q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                     v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
-                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
+                    d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
                     v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
             for i in range(N):
                 for j in range(N):
                     a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
     o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
-    o.data.materials.append(leaf2)
-    for p in o.data.polygons:
-        if random.random()<.20:p.material_index=1
-    # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
-    for i in range(35):
-        a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77
-        x,y=r*math.cos(a),r*math.sin(a)
-        if abs(x)<.56:x*=1.25
-        if abs(y)<.56:y*=1.25
-        vv=[(x-.027,y,z),(x,y-.018,z+.026),(x+.028,y,z+.012),(x,y+.018,z-.014)]
-        mesh('Edge leaf',vv,[(0,1,2),(0,2,3)],leaf2,True)
+    # Shared boundary coordinates and welded normals prevent cracks at cube-face seams.
+    import bmesh
+    bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.00001)
+    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free();o.data.update()
+    # Small convex leaf diamonds sit on the shrub surface, including the top silhouette.
+    for i in range(240):
+        axis=random.choice([0,1,2,2]);sign=1 if axis==2 else random.choice([-1,1])
+        q=[random.uniform(-1,1) for _ in range(3)];q[axis]=sign
+        v=Vector(q);inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
+        d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
+        n=Vector((v.x-inner.x,v.y-inner.y,(v.z-inner.z)*1.4)).normalized()
+        v+=v.normalized()*d;center=Vector((v.x*.79,v.y*.79,.74+v.z*.56))+n*.008
+        a=n.cross(Vector((0,1,0)) if abs(n.z)>.8 else Vector((0,0,1))).normalized();b=n.cross(a).normalized()
+        angle=random.uniform(0,math.tau);u=a*math.cos(angle)+b*math.sin(angle);w=n.cross(u)
+        length=random.uniform(.034,.052);width=length*.55
+        vv=[center-u*length,center+w*width,center+u*length,center-w*width,center+n*.008]
+        mesh('Boxwood leaf',vv,[(0,1,4),(1,2,4),(2,3,4),(3,0,4)],leaf2 if i%3 else leaf,True)
 
 BUILDERS={'street-sweeper':sweeper,'tram':tram,'raft-2':lambda:raft(4),'raft-3':lambda:raft(6),'raft-4':lambda:raft(8),'lily-pad':lily,'donut':donut,'tram-signal':signal,'bench':bench,'hedge':hedge}
 DESCS={
@@ -537,13 +549,14 @@
       '`blender -b --python-exit-code 1 --python build_street.py -- all` rebuilds every asset from an empty scene, bakes and exports, re-imports each GLB into a fresh scene, checks bounds/origin/materials/triangles/file size, and renders the actual imported mesh. A slug instead of `all` builds only that asset. `lineup` only assembles the existing previews.',
       'Each asset has one mesh, one baked Body material, and optional Glass/Glow. Body has a 512×512 RGB albedo and a 512×512 packed roughness/metallic image (R=1, G=roughness, B=metallic). The exporter binds G/B as glTF metallicRoughnessTexture. Geometry carries bevels, leaf veins, planks, brush tufts and other silhouette detail. Glass is alpha BLEND at 0.35; Glow is untextured emission.',
       'Texture provenance: original Blender procedural nodes, baked with Cycles EMIT at 8 samples and 5 px dilation. No Poly Haven texture IDs used; no external image sources. Albedo contains material colour variation, not directional lighting. The packed map contains material roughness/metallic, not a baked AO pass. No normal map is needed for this low-poly geometry.',
-      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; for the close-up doughnut it extends beyond the frame. Preview lights, cameras, ground and grid are not exported.',
+      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; the doughnut game view includes the complete square, while its side view is a close-up. Preview lights, cameras, ground and grid are not exported.',
       '`lineup.png` is a 1600×800 contact lineup of those same game-view renders, independently framed for readable comparison; the labels give real dimensions. It is not a common-scale scene. The lineup compositor uses system Python 3 with Pillow; all modeling, baking, export and rendering use bpy.',
       'Per-piece `*-validation.json` records the fresh Blender import. `*-audit.json` is the independent serialized-GLB audit (zero degenerate triangles, finite attributes, embedded textures). Runtime three.js draw calls and FPS are not measured by this asset worker.',
       '', '## What still looks weak','',
       '- The tram is deliberately economical: dark backed glass and no passenger interior, opening doors or animated pantograph.',
       '- The longer raft rope coils and the doughnut icing are visibly polygonal in extreme close-ups; they are designed for the stated phone-scale camera.',
       '- The hedge uses opaque modeled foliage with baked colour variation, not individual alpha-cutout leaves; its leaf detail is suggestive.',
+      '- The independent visual critic preferred stronger tram roof contrast and a more uniform hedge surface. These remain artistic limitations; see critic-review.txt. Its sweeper brush visibility finding was addressed by extending both brush arms. Its request for more distinct raft designs was not adopted: the three rafts intentionally share construction at the specified lengths.',
       '- Signal lamps share one Glow material as requested, so alternating each lamp independently would need a runtime material/mesh split.',
       '- The 0.45 m raft height includes accessories: the longer rafts carry shallow crates to preserve the specified total bounds.',
       '- No in-game collision meshes, motion, sounds or integration code are included; this delivery is the static asset pack.', '']

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc 'tail -4 final-clean-build.log; TZ=Europe/Paris date' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
20:08:29 | INFO: Data are loaded, start creating Blender stuff
20:08:29 | INFO: Blender create Mesh node bench
20:08:29 | INFO: glTF import finished in 0.00s
VALIDATED {"slug": "bench", "glb": "bench.glb", "size_m": [1.8, 0.7, 0.9], "tris": 1068, "materials": ["Body"]}
Mon Oct 12 20:08:29 CEST 2026

diff --git a/jobs/hop-street-v1/build_street.py b/jobs/hop-street-v1/build_street.py
index 51ba46adc05dff23097630ef30649984ee6cb7e8..b8230b023dd40a062404ac8f9f99f2a82cc7ca6d
--- a/jobs/hop-street-v1/build_street.py
+++ b/jobs/hop-street-v1/build_street.py
@@ -140,7 +140,7 @@
         box('Headlight surround',(s*.65,-2.415,1.16),(.34,.075,.22),white,.035)
         box('Headlight',(s*.65,-2.46,1.17),(.24,.017,.13),glow,.025)
         # Side brushes flare beyond the body, a ring of individual bristle tufts.
-        cx=s*.66; cy=-2.05
+        cx=s*.87; cy=-2.40
         rod('Brush hydraulic arm',(s*.58,-1.5,.62),(cx,cy,.29),.052,steel)
         cyl('Brush bristle skirt',(cx,cy,.15),.37,.21,dark,24,r2=.29)
         cyl('Orange brush disc',(cx,cy,.27),.295,.065,orange,24)
@@ -229,7 +229,7 @@
     inv=cam.rotation_euler.to_matrix().transposed(); pts=[inv@(Vector(v)-center) for v in ob.bound_box]
     aspect=s.render.resolution_x/s.render.resolution_y
     cam.data.ortho_scale=max(max(p.x for p in pts)-min(p.x for p in pts),(max(p.y for p in pts)-min(p.y for p in pts))*aspect)*1.25
-    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else .8)
+    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else 3.1)
     if side:cam.location=center+d*max(40,cam.data.ortho_scale*22)
     s.render.film_transparent=False
 
@@ -337,10 +337,16 @@
     for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
 
 def tube_path(name,points,r,m,sides=6):
-    verts=[]
+    verts=[]; previous=None
     for i,p in enumerate(points):
         p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
-        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
+        tang.normalize()
+        if previous is None:
+            up=min((Vector((1,0,0)),Vector((0,1,0)),Vector((0,0,1))),key=lambda u:abs(tang.dot(u)))
+            a=(up-tang*up.dot(tang)).normalized()
+        else:
+            a=(previous-tang*previous.dot(tang)).normalized()
+        b=tang.cross(a).normalized();previous=a
         verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
     faces=[]
     for i in range(len(points)-1):
@@ -479,7 +485,7 @@
         tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
         for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
         for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
-    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
+    rod('Underseat stretcher',(-.66,.31,.25),(.66,.31,.25),.025,green,8)
 
 def hedge():
     leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
@@ -497,23 +503,29 @@
                 for j in range(N+1):
                     q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                     v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
-                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
+                    d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
                     v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
             for i in range(N):
                 for j in range(N):
                     a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
     o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
-    o.data.materials.append(leaf2)
-    for p in o.data.polygons:
-        if random.random()<.20:p.material_index=1
-    # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
-    for i in range(35):
-        a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77
-        x,y=r*math.cos(a),r*math.sin(a)
-        if abs(x)<.56:x*=1.25
-        if abs(y)<.56:y*=1.25
-        vv=[(x-.027,y,z),(x,y-.018,z+.026),(x+.028,y,z+.012),(x,y+.018,z-.014)]
-        mesh('Edge leaf',vv,[(0,1,2),(0,2,3)],leaf2,True)
+    # Shared boundary coordinates and welded normals prevent cracks at cube-face seams.
+    import bmesh
+    bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.00001)
+    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free();o.data.update()
+    # Small convex leaf diamonds sit on the shrub surface, including the top silhouette.
+    for i in range(240):
+        axis=random.choice([0,1,2,2]);sign=1 if axis==2 else random.choice([-1,1])
+        q=[random.uniform(-1,1) for _ in range(3)];q[axis]=sign
+        v=Vector(q);inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
+        d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
+        n=Vector((v.x-inner.x,v.y-inner.y,(v.z-inner.z)*1.4)).normalized()
+        v+=v.normalized()*d;center=Vector((v.x*.79,v.y*.79,.74+v.z*.56))+n*.008
+        a=n.cross(Vector((0,1,0)) if abs(n.z)>.8 else Vector((0,0,1))).normalized();b=n.cross(a).normalized()
+        angle=random.uniform(0,math.tau);u=a*math.cos(angle)+b*math.sin(angle);w=n.cross(u)
+        length=random.uniform(.034,.052);width=length*.55
+        vv=[center-u*length,center+w*width,center+u*length,center-w*width,center+n*.008]
+        mesh('Boxwood leaf',vv,[(0,1,4),(1,2,4),(2,3,4),(3,0,4)],leaf2 if i%3 else leaf,True)
 
 BUILDERS={'street-sweeper':sweeper,'tram':tram,'raft-2':lambda:raft(4),'raft-3':lambda:raft(6),'raft-4':lambda:raft(8),'lily-pad':lily,'donut':donut,'tram-signal':signal,'bench':bench,'hedge':hedge}
 DESCS={
@@ -537,13 +549,14 @@
       '`blender -b --python-exit-code 1 --python build_street.py -- all` rebuilds every asset from an empty scene, bakes and exports, re-imports each GLB into a fresh scene, checks bounds/origin/materials/triangles/file size, and renders the actual imported mesh. A slug instead of `all` builds only that asset. `lineup` only assembles the existing previews.',
       'Each asset has one mesh, one baked Body material, and optional Glass/Glow. Body has a 512×512 RGB albedo and a 512×512 packed roughness/metallic image (R=1, G=roughness, B=metallic). The exporter binds G/B as glTF metallicRoughnessTexture. Geometry carries bevels, leaf veins, planks, brush tufts and other silhouette detail. Glass is alpha BLEND at 0.35; Glow is untextured emission.',
       'Texture provenance: original Blender procedural nodes, baked with Cycles EMIT at 8 samples and 5 px dilation. No Poly Haven texture IDs used; no external image sources. Albedo contains material colour variation, not directional lighting. The packed map contains material roughness/metallic, not a baked AO pass. No normal map is needed for this low-poly geometry.',
-      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; for the close-up doughnut it extends beyond the frame. Preview lights, cameras, ground and grid are not exported.',
+      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; the doughnut game view includes the complete square, while its side view is a close-up. Preview lights, cameras, ground and grid are not exported.',
       '`lineup.png` is a 1600×800 contact lineup of those same game-view renders, independently framed for readable comparison; the labels give real dimensions. It is not a common-scale scene. The lineup compositor uses system Python 3 with Pillow; all modeling, baking, export and rendering use bpy.',
       'Per-piece `*-validation.json` records the fresh Blender import. `*-audit.json` is the independent serialized-GLB audit (zero degenerate triangles, finite attributes, embedded textures). Runtime three.js draw calls and FPS are not measured by this asset worker.',
       '', '## What still looks weak','',
       '- The tram is deliberately economical: dark backed glass and no passenger interior, opening doors or animated pantograph.',
       '- The longer raft rope coils and the doughnut icing are visibly polygonal in extreme close-ups; they are designed for the stated phone-scale camera.',
       '- The hedge uses opaque modeled foliage with baked colour variation, not individual alpha-cutout leaves; its leaf detail is suggestive.',
+      '- The independent visual critic preferred stronger tram roof contrast and a more uniform hedge surface. These remain artistic limitations; see critic-review.txt. Its sweeper brush visibility finding was addressed by extending both brush arms. Its request for more distinct raft designs was not adopted: the three rafts intentionally share construction at the specified lengths.',
       '- Signal lamps share one Glow material as requested, so alternating each lamp independently would need a runtime material/mesh split.',
       '- The 0.45 m raft height includes accessories: the longer rafts carry shallow crates to preserve the specified total bounds.',
       '- No in-game collision meshes, motion, sounds or integration code are included; this delivery is the static asset pack.', '']

 succeeded in 135249ms:
diff --git a/jobs/hop-street-v1/build_street.py b/jobs/hop-street-v1/build_street.py
index 51ba46adc05dff23097630ef30649984ee6cb7e8..b8230b023dd40a062404ac8f9f99f2a82cc7ca6d
--- a/jobs/hop-street-v1/build_street.py
+++ b/jobs/hop-street-v1/build_street.py
@@ -140,7 +140,7 @@
         box('Headlight surround',(s*.65,-2.415,1.16),(.34,.075,.22),white,.035)
         box('Headlight',(s*.65,-2.46,1.17),(.24,.017,.13),glow,.025)
         # Side brushes flare beyond the body, a ring of individual bristle tufts.
-        cx=s*.66; cy=-2.05
+        cx=s*.87; cy=-2.40
         rod('Brush hydraulic arm',(s*.58,-1.5,.62),(cx,cy,.29),.052,steel)
         cyl('Brush bristle skirt',(cx,cy,.15),.37,.21,dark,24,r2=.29)
         cyl('Orange brush disc',(cx,cy,.27),.295,.065,orange,24)
@@ -229,7 +229,7 @@
     inv=cam.rotation_euler.to_matrix().transposed(); pts=[inv@(Vector(v)-center) for v in ob.bound_box]
     aspect=s.render.resolution_x/s.render.resolution_y
     cam.data.ortho_scale=max(max(p.x for p in pts)-min(p.x for p in pts),(max(p.y for p in pts)-min(p.y for p in pts))*aspect)*1.25
-    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else .8)
+    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else 3.1)
     if side:cam.location=center+d*max(40,cam.data.ortho_scale*22)
     s.render.film_transparent=False
 
@@ -337,10 +337,16 @@
     for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
 
 def tube_path(name,points,r,m,sides=6):
-    verts=[]
+    verts=[]; previous=None
     for i,p in enumerate(points):
         p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
-        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
+        tang.normalize()
+        if previous is None:
+            up=min((Vector((1,0,0)),Vector((0,1,0)),Vector((0,0,1))),key=lambda u:abs(tang.dot(u)))
+            a=(up-tang*up.dot(tang)).normalized()
+        else:
+            a=(previous-tang*previous.dot(tang)).normalized()
+        b=tang.cross(a).normalized();previous=a
         verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
     faces=[]
     for i in range(len(points)-1):
@@ -479,7 +485,7 @@
         tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
         for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
         for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
-    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
+    rod('Underseat stretcher',(-.66,.31,.25),(.66,.31,.25),.025,green,8)
 
 def hedge():
     leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
@@ -497,23 +503,29 @@
                 for j in range(N+1):
                     q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                     v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
-                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
+                    d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
                     v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
             for i in range(N):
                 for j in range(N):
                     a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
     o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
-    o.data.materials.append(leaf2)
-    for p in o.data.polygons:
-        if random.random()<.20:p.material_index=1
-    # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
-    for i in range(35):
-        a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77
-        x,y=r*math.cos(a),r*math.sin(a)
-        if abs(x)<.56:x*=1.25
-        if abs(y)<.56:y*=1.25
-        vv=[(x-.027,y,z),(x,y-.018,z+.026),(x+.028,y,z+.012),(x,y+.018,z-.014)]
-        mesh('Edge leaf',vv,[(0,1,2),(0,2,3)],leaf2,True)
+    # Shared boundary coordinates and welded normals prevent cracks at cube-face seams.
+    import bmesh
+    bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.00001)
+    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free();o.data.update()
+    # Small convex leaf diamonds sit on the shrub surface, including the top silhouette.
+    for i in range(240):
+        axis=random.choice([0,1,2,2]);sign=1 if axis==2 else random.choice([-1,1])
+        q=[random.uniform(-1,1) for _ in range(3)];q[axis]=sign
+        v=Vector(q);inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
+        d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
+        n=Vector((v.x-inner.x,v.y-inner.y,(v.z-inner.z)*1.4)).normalized()
+        v+=v.normalized()*d;center=Vector((v.x*.79,v.y*.79,.74+v.z*.56))+n*.008
+        a=n.cross(Vector((0,1,0)) if abs(n.z)>.8 else Vector((0,0,1))).normalized();b=n.cross(a).normalized()
+        angle=random.uniform(0,math.tau);u=a*math.cos(angle)+b*math.sin(angle);w=n.cross(u)
+        length=random.uniform(.034,.052);width=length*.55
+        vv=[center-u*length,center+w*width,center+u*length,center-w*width,center+n*.008]
+        mesh('Boxwood leaf',vv,[(0,1,4),(1,2,4),(2,3,4),(3,0,4)],leaf2 if i%3 else leaf,True)
 
 BUILDERS={'street-sweeper':sweeper,'tram':tram,'raft-2':lambda:raft(4),'raft-3':lambda:raft(6),'raft-4':lambda:raft(8),'lily-pad':lily,'donut':donut,'tram-signal':signal,'bench':bench,'hedge':hedge}
 DESCS={
@@ -537,13 +549,14 @@
       '`blender -b --python-exit-code 1 --python build_street.py -- all` rebuilds every asset from an empty scene, bakes and exports, re-imports each GLB into a fresh scene, checks bounds/origin/materials/triangles/file size, and renders the actual imported mesh. A slug instead of `all` builds only that asset. `lineup` only assembles the existing previews.',
       'Each asset has one mesh, one baked Body material, and optional Glass/Glow. Body has a 512×512 RGB albedo and a 512×512 packed roughness/metallic image (R=1, G=roughness, B=metallic). The exporter binds G/B as glTF metallicRoughnessTexture. Geometry carries bevels, leaf veins, planks, brush tufts and other silhouette detail. Glass is alpha BLEND at 0.35; Glow is untextured emission.',
       'Texture provenance: original Blender procedural nodes, baked with Cycles EMIT at 8 samples and 5 px dilation. No Poly Haven texture IDs used; no external image sources. Albedo contains material colour variation, not directional lighting. The packed map contains material roughness/metallic, not a baked AO pass. No normal map is needed for this low-poly geometry.',
-      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; for the close-up doughnut it extends beyond the frame. Preview lights, cameras, ground and grid are not exported.',
+      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; the doughnut game view includes the complete square, while its side view is a close-up. Preview lights, cameras, ground and grid are not exported.',
       '`lineup.png` is a 1600×800 contact lineup of those same game-view renders, independently framed for readable comparison; the labels give real dimensions. It is not a common-scale scene. The lineup compositor uses system Python 3 with Pillow; all modeling, baking, export and rendering use bpy.',
       'Per-piece `*-validation.json` records the fresh Blender import. `*-audit.json` is the independent serialized-GLB audit (zero degenerate triangles, finite attributes, embedded textures). Runtime three.js draw calls and FPS are not measured by this asset worker.',
       '', '## What still looks weak','',
       '- The tram is deliberately economical: dark backed glass and no passenger interior, opening doors or animated pantograph.',
       '- The longer raft rope coils and the doughnut icing are visibly polygonal in extreme close-ups; they are designed for the stated phone-scale camera.',
       '- The hedge uses opaque modeled foliage with baked colour variation, not individual alpha-cutout leaves; its leaf detail is suggestive.',
+      '- The independent visual critic preferred stronger tram roof contrast and a more uniform hedge surface. These remain artistic limitations; see critic-review.txt. Its sweeper brush visibility finding was addressed by extending both brush arms. Its request for more distinct raft designs was not adopted: the three rafts intentionally share construction at the specified lengths.',
       '- Signal lamps share one Glow material as requested, so alternating each lamp independently would need a runtime material/mesh split.',
       '- The 0.45 m raft height includes accessories: the longer rafts carry shallow crates to preserve the specified total bounds.',
       '- No in-game collision meshes, motion, sounds or integration code are included; this delivery is the static asset pack.', '']

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/bin/bash -lc "timeout 90 scp 'gex44:/root/hop-street/*.glb' 'gex44:/root/hop-street/*.png' 'gex44:/root/hop-street/*.json' gex44:/root/hop-street/NOTES.md ." in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
diff --git a/jobs/hop-street-v1/build_street.py b/jobs/hop-street-v1/build_street.py
index 51ba46adc05dff23097630ef30649984ee6cb7e8..b8230b023dd40a062404ac8f9f99f2a82cc7ca6d
--- a/jobs/hop-street-v1/build_street.py
+++ b/jobs/hop-street-v1/build_street.py
@@ -140,7 +140,7 @@
         box('Headlight surround',(s*.65,-2.415,1.16),(.34,.075,.22),white,.035)
         box('Headlight',(s*.65,-2.46,1.17),(.24,.017,.13),glow,.025)
         # Side brushes flare beyond the body, a ring of individual bristle tufts.
-        cx=s*.66; cy=-2.05
+        cx=s*.87; cy=-2.40
         rod('Brush hydraulic arm',(s*.58,-1.5,.62),(cx,cy,.29),.052,steel)
         cyl('Brush bristle skirt',(cx,cy,.15),.37,.21,dark,24,r2=.29)
         cyl('Orange brush disc',(cx,cy,.27),.295,.065,orange,24)
@@ -229,7 +229,7 @@
     inv=cam.rotation_euler.to_matrix().transposed(); pts=[inv@(Vector(v)-center) for v in ob.bound_box]
     aspect=s.render.resolution_x/s.render.resolution_y
     cam.data.ortho_scale=max(max(p.x for p in pts)-min(p.x for p in pts),(max(p.y for p in pts)-min(p.y for p in pts))*aspect)*1.25
-    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else .8)
+    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else 3.1)
     if side:cam.location=center+d*max(40,cam.data.ortho_scale*22)
     s.render.film_transparent=False
 
@@ -337,10 +337,16 @@
     for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
 
 def tube_path(name,points,r,m,sides=6):
-    verts=[]
+    verts=[]; previous=None
     for i,p in enumerate(points):
         p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
-        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
+        tang.normalize()
+        if previous is None:
+            up=min((Vector((1,0,0)),Vector((0,1,0)),Vector((0,0,1))),key=lambda u:abs(tang.dot(u)))
+            a=(up-tang*up.dot(tang)).normalized()
+        else:
+            a=(previous-tang*previous.dot(tang)).normalized()
+        b=tang.cross(a).normalized();previous=a
         verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
     faces=[]
     for i in range(len(points)-1):
@@ -479,7 +485,7 @@
         tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
         for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
         for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
-    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
+    rod('Underseat stretcher',(-.66,.31,.25),(.66,.31,.25),.025,green,8)
 
 def hedge():
     leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
@@ -497,23 +503,29 @@
                 for j in range(N+1):
                     q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                     v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
-                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
+                    d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
                     v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
             for i in range(N):
                 for j in range(N):
                     a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
     o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
-    o.data.materials.append(leaf2)
-    for p in o.data.polygons:
-        if random.random()<.20:p.material_index=1
-    # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
-    for i in range(35):
-        a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77
-        x,y=r*math.cos(a),r*math.sin(a)
-        if abs(x)<.56:x*=1.25
-        if abs(y)<.56:y*=1.25
-        vv=[(x-.027,y,z),(x,y-.018,z+.026),(x+.028,y,z+.012),(x,y+.018,z-.014)]
-        mesh('Edge leaf',vv,[(0,1,2),(0,2,3)],leaf2,True)
+    # Shared boundary coordinates and welded normals prevent cracks at cube-face seams.
+    import bmesh
+    bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.00001)
+    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free();o.data.update()
+    # Small convex leaf diamonds sit on the shrub surface, including the top silhouette.
+    for i in range(240):
+        axis=random.choice([0,1,2,2]);sign=1 if axis==2 else random.choice([-1,1])
+        q=[random.uniform(-1,1) for _ in range(3)];q[axis]=sign
+        v=Vector(q);inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
+        d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
+        n=Vector((v.x-inner.x,v.y-inner.y,(v.z-inner.z)*1.4)).normalized()
+        v+=v.normalized()*d;center=Vector((v.x*.79,v.y*.79,.74+v.z*.56))+n*.008
+        a=n.cross(Vector((0,1,0)) if abs(n.z)>.8 else Vector((0,0,1))).normalized();b=n.cross(a).normalized()
+        angle=random.uniform(0,math.tau);u=a*math.cos(angle)+b*math.sin(angle);w=n.cross(u)
+        length=random.uniform(.034,.052);width=length*.55
+        vv=[center-u*length,center+w*width,center+u*length,center-w*width,center+n*.008]
+        mesh('Boxwood leaf',vv,[(0,1,4),(1,2,4),(2,3,4),(3,0,4)],leaf2 if i%3 else leaf,True)
 
 BUILDERS={'street-sweeper':sweeper,'tram':tram,'raft-2':lambda:raft(4),'raft-3':lambda:raft(6),'raft-4':lambda:raft(8),'lily-pad':lily,'donut':donut,'tram-signal':signal,'bench':bench,'hedge':hedge}
 DESCS={
@@ -537,13 +549,14 @@
       '`blender -b --python-exit-code 1 --python build_street.py -- all` rebuilds every asset from an empty scene, bakes and exports, re-imports each GLB into a fresh scene, checks bounds/origin/materials/triangles/file size, and renders the actual imported mesh. A slug instead of `all` builds only that asset. `lineup` only assembles the existing previews.',
       'Each asset has one mesh, one baked Body material, and optional Glass/Glow. Body has a 512×512 RGB albedo and a 512×512 packed roughness/metallic image (R=1, G=roughness, B=metallic). The exporter binds G/B as glTF metallicRoughnessTexture. Geometry carries bevels, leaf veins, planks, brush tufts and other silhouette detail. Glass is alpha BLEND at 0.35; Glow is untextured emission.',
       'Texture provenance: original Blender procedural nodes, baked with Cycles EMIT at 8 samples and 5 px dilation. No Poly Haven texture IDs used; no external image sources. Albedo contains material colour variation, not directional lighting. The packed map contains material roughness/metallic, not a baked AO pass. No normal map is needed for this low-poly geometry.',
-      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; for the close-up doughnut it extends beyond the frame. Preview lights, cameras, ground and grid are not exported.',
+      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; the doughnut game view includes the complete square, while its side view is a close-up. Preview lights, cameras, ground and grid are not exported.',
       '`lineup.png` is a 1600×800 contact lineup of those same game-view renders, independently framed for readable comparison; the labels give real dimensions. It is not a common-scale scene. The lineup compositor uses system Python 3 with Pillow; all modeling, baking, export and rendering use bpy.',
       'Per-piece `*-validation.json` records the fresh Blender import. `*-audit.json` is the independent serialized-GLB audit (zero degenerate triangles, finite attributes, embedded textures). Runtime three.js draw calls and FPS are not measured by this asset worker.',
       '', '## What still looks weak','',
       '- The tram is deliberately economical: dark backed glass and no passenger interior, opening doors or animated pantograph.',
       '- The longer raft rope coils and the doughnut icing are visibly polygonal in extreme close-ups; they are designed for the stated phone-scale camera.',
       '- The hedge uses opaque modeled foliage with baked colour variation, not individual alpha-cutout leaves; its leaf detail is suggestive.',
+      '- The independent visual critic preferred stronger tram roof contrast and a more uniform hedge surface. These remain artistic limitations; see critic-review.txt. Its sweeper brush visibility finding was addressed by extending both brush arms. Its request for more distinct raft designs was not adopted: the three rafts intentionally share construction at the specified lengths.',
       '- Signal lamps share one Glow material as requested, so alternating each lamp independently would need a runtime material/mesh split.',
       '- The 0.45 m raft height includes accessories: the longer rafts carry shallow crates to preserve the specified total bounds.',
       '- No in-game collision meshes, motion, sounds or integration code are included; this delivery is the static asset pack.', '']

codex
The clean rebuild finished successfully, and the reviewer confirmed the sweeper brush issue is resolved. I’m copying back the final files and checking the full pack. The notes record the remaining artistic limitations, including tram colour contrast and simplified hedge foliage.

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exec
/bin/bash -lc 'tail -5 final-clean-build.log; timeout 30 ssh gex44 sha256sum /root/hop-street/build_street.py; sha256sum build_street.py' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 642ms:
02:08.444  render           | Saved: '/root/hop-street/hedge.png'
02:13.972  render           | Saved: '/root/hop-street/hedge-side.png'
DELIVERED hedge

Blender quit
deb2f237224756431dbce7f68b1f36fa0f47da04ad4b670b20d01c73717748ed  /root/hop-street/build_street.py
deb2f237224756431dbce7f68b1f36fa0f47da04ad4b670b20d01c73717748ed  build_street.py

diff --git a/jobs/hop-street-v1/build_street.py b/jobs/hop-street-v1/build_street.py
index 51ba46adc05dff23097630ef30649984ee6cb7e8..b8230b023dd40a062404ac8f9f99f2a82cc7ca6d
--- a/jobs/hop-street-v1/build_street.py
+++ b/jobs/hop-street-v1/build_street.py
@@ -140,7 +140,7 @@
         box('Headlight surround',(s*.65,-2.415,1.16),(.34,.075,.22),white,.035)
         box('Headlight',(s*.65,-2.46,1.17),(.24,.017,.13),glow,.025)
         # Side brushes flare beyond the body, a ring of individual bristle tufts.
-        cx=s*.66; cy=-2.05
+        cx=s*.87; cy=-2.40
         rod('Brush hydraulic arm',(s*.58,-1.5,.62),(cx,cy,.29),.052,steel)
         cyl('Brush bristle skirt',(cx,cy,.15),.37,.21,dark,24,r2=.29)
         cyl('Orange brush disc',(cx,cy,.27),.295,.065,orange,24)
@@ -229,7 +229,7 @@
     inv=cam.rotation_euler.to_matrix().transposed(); pts=[inv@(Vector(v)-center) for v in ob.bound_box]
     aspect=s.render.resolution_x/s.render.resolution_y
     cam.data.ortho_scale=max(max(p.x for p in pts)-min(p.x for p in pts),(max(p.y for p in pts)-min(p.y for p in pts))*aspect)*1.25
-    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else .8)
+    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else 3.1)
     if side:cam.location=center+d*max(40,cam.data.ortho_scale*22)
     s.render.film_transparent=False
 
@@ -337,10 +337,16 @@
     for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
 
 def tube_path(name,points,r,m,sides=6):
-    verts=[]
+    verts=[]; previous=None
     for i,p in enumerate(points):
         p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
-        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
+        tang.normalize()
+        if previous is None:
+            up=min((Vector((1,0,0)),Vector((0,1,0)),Vector((0,0,1))),key=lambda u:abs(tang.dot(u)))
+            a=(up-tang*up.dot(tang)).normalized()
+        else:
+            a=(previous-tang*previous.dot(tang)).normalized()
+        b=tang.cross(a).normalized();previous=a
         verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
     faces=[]
     for i in range(len(points)-1):
@@ -479,7 +485,7 @@
         tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
         for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
         for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
-    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
+    rod('Underseat stretcher',(-.66,.31,.25),(.66,.31,.25),.025,green,8)
 
 def hedge():
     leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
@@ -497,23 +503,29 @@
                 for j in range(N+1):
                     q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                     v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
-                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
+                    d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
                     v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
             for i in range(N):
                 for j in range(N):
                     a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
     o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
-    o.data.materials.append(leaf2)
-    for p in o.data.polygons:
-        if random.random()<.20:p.material_index=1
-    # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
-    for i in range(35):
-        a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77
-        x,y=r*math.cos(a),r*math.sin(a)
-        if abs(x)<.56:x*=1.25
-        if abs(y)<.56:y*=1.25
-        vv=[(x-.027,y,z),(x,y-.018,z+.026),(x+.028,y,z+.012),(x,y+.018,z-.014)]
-        mesh('Edge leaf',vv,[(0,1,2),(0,2,3)],leaf2,True)
+    # Shared boundary coordinates and welded normals prevent cracks at cube-face seams.
+    import bmesh
+    bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.00001)
+    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free();o.data.update()
+    # Small convex leaf diamonds sit on the shrub surface, including the top silhouette.
+    for i in range(240):
+        axis=random.choice([0,1,2,2]);sign=1 if axis==2 else random.choice([-1,1])
+        q=[random.uniform(-1,1) for _ in range(3)];q[axis]=sign
+        v=Vector(q);inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
+        d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
+        n=Vector((v.x-inner.x,v.y-inner.y,(v.z-inner.z)*1.4)).normalized()
+        v+=v.normalized()*d;center=Vector((v.x*.79,v.y*.79,.74+v.z*.56))+n*.008
+        a=n.cross(Vector((0,1,0)) if abs(n.z)>.8 else Vector((0,0,1))).normalized();b=n.cross(a).normalized()
+        angle=random.uniform(0,math.tau);u=a*math.cos(angle)+b*math.sin(angle);w=n.cross(u)
+        length=random.uniform(.034,.052);width=length*.55
+        vv=[center-u*length,center+w*width,center+u*length,center-w*width,center+n*.008]
+        mesh('Boxwood leaf',vv,[(0,1,4),(1,2,4),(2,3,4),(3,0,4)],leaf2 if i%3 else leaf,True)
 
 BUILDERS={'street-sweeper':sweeper,'tram':tram,'raft-2':lambda:raft(4),'raft-3':lambda:raft(6),'raft-4':lambda:raft(8),'lily-pad':lily,'donut':donut,'tram-signal':signal,'bench':bench,'hedge':hedge}
 DESCS={
@@ -537,13 +549,14 @@
       '`blender -b --python-exit-code 1 --python build_street.py -- all` rebuilds every asset from an empty scene, bakes and exports, re-imports each GLB into a fresh scene, checks bounds/origin/materials/triangles/file size, and renders the actual imported mesh. A slug instead of `all` builds only that asset. `lineup` only assembles the existing previews.',
       'Each asset has one mesh, one baked Body material, and optional Glass/Glow. Body has a 512×512 RGB albedo and a 512×512 packed roughness/metallic image (R=1, G=roughness, B=metallic). The exporter binds G/B as glTF metallicRoughnessTexture. Geometry carries bevels, leaf veins, planks, brush tufts and other silhouette detail. Glass is alpha BLEND at 0.35; Glow is untextured emission.',
       'Texture provenance: original Blender procedural nodes, baked with Cycles EMIT at 8 samples and 5 px dilation. No Poly Haven texture IDs used; no external image sources. Albedo contains material colour variation, not directional lighting. The packed map contains material roughness/metallic, not a baked AO pass. No normal map is needed for this low-poly geometry.',
-      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; for the close-up doughnut it extends beyond the frame. Preview lights, cameras, ground and grid are not exported.',
+      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; the doughnut game view includes the complete square, while its side view is a close-up. Preview lights, cameras, ground and grid are not exported.',
       '`lineup.png` is a 1600×800 contact lineup of those same game-view renders, independently framed for readable comparison; the labels give real dimensions. It is not a common-scale scene. The lineup compositor uses system Python 3 with Pillow; all modeling, baking, export and rendering use bpy.',
       'Per-piece `*-validation.json` records the fresh Blender import. `*-audit.json` is the independent serialized-GLB audit (zero degenerate triangles, finite attributes, embedded textures). Runtime three.js draw calls and FPS are not measured by this asset worker.',
       '', '## What still looks weak','',
       '- The tram is deliberately economical: dark backed glass and no passenger interior, opening doors or animated pantograph.',
       '- The longer raft rope coils and the doughnut icing are visibly polygonal in extreme close-ups; they are designed for the stated phone-scale camera.',
       '- The hedge uses opaque modeled foliage with baked colour variation, not individual alpha-cutout leaves; its leaf detail is suggestive.',
+      '- The independent visual critic preferred stronger tram roof contrast and a more uniform hedge surface. These remain artistic limitations; see critic-review.txt. Its sweeper brush visibility finding was addressed by extending both brush arms. Its request for more distinct raft designs was not adopted: the three rafts intentionally share construction at the specified lengths.',
       '- Signal lamps share one Glow material as requested, so alternating each lamp independently would need a runtime material/mesh split.',
       '- The 0.45 m raft height includes accessories: the longer rafts carry shallow crates to preserve the specified total bounds.',
       '- No in-game collision meshes, motion, sounds or integration code are included; this delivery is the static asset pack.', '']

 succeeded in 21792ms:
diff --git a/jobs/hop-street-v1/build_street.py b/jobs/hop-street-v1/build_street.py
index 51ba46adc05dff23097630ef30649984ee6cb7e8..b8230b023dd40a062404ac8f9f99f2a82cc7ca6d
--- a/jobs/hop-street-v1/build_street.py
+++ b/jobs/hop-street-v1/build_street.py
@@ -140,7 +140,7 @@
         box('Headlight surround',(s*.65,-2.415,1.16),(.34,.075,.22),white,.035)
         box('Headlight',(s*.65,-2.46,1.17),(.24,.017,.13),glow,.025)
         # Side brushes flare beyond the body, a ring of individual bristle tufts.
-        cx=s*.66; cy=-2.05
+        cx=s*.87; cy=-2.40
         rod('Brush hydraulic arm',(s*.58,-1.5,.62),(cx,cy,.29),.052,steel)
         cyl('Brush bristle skirt',(cx,cy,.15),.37,.21,dark,24,r2=.29)
         cyl('Orange brush disc',(cx,cy,.27),.295,.065,orange,24)
@@ -229,7 +229,7 @@
     inv=cam.rotation_euler.to_matrix().transposed(); pts=[inv@(Vector(v)-center) for v in ob.bound_box]
     aspect=s.render.resolution_x/s.render.resolution_y
     cam.data.ortho_scale=max(max(p.x for p in pts)-min(p.x for p in pts),(max(p.y for p in pts)-min(p.y for p in pts))*aspect)*1.25
-    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else .8)
+    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else 3.1)
     if side:cam.location=center+d*max(40,cam.data.ortho_scale*22)
     s.render.film_transparent=False
 
@@ -337,10 +337,16 @@
     for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
 
 def tube_path(name,points,r,m,sides=6):
-    verts=[]
+    verts=[]; previous=None
     for i,p in enumerate(points):
         p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
-        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
+        tang.normalize()
+        if previous is None:
+            up=min((Vector((1,0,0)),Vector((0,1,0)),Vector((0,0,1))),key=lambda u:abs(tang.dot(u)))
+            a=(up-tang*up.dot(tang)).normalized()
+        else:
+            a=(previous-tang*previous.dot(tang)).normalized()
+        b=tang.cross(a).normalized();previous=a
         verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
     faces=[]
     for i in range(len(points)-1):
@@ -479,7 +485,7 @@
         tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
         for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
         for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
-    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
+    rod('Underseat stretcher',(-.66,.31,.25),(.66,.31,.25),.025,green,8)
 
 def hedge():
     leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
@@ -497,23 +503,29 @@
                 for j in range(N+1):
                     q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                     v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
-                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
+                    d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
                     v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
             for i in range(N):
                 for j in range(N):
                     a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
     o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
-    o.data.materials.append(leaf2)
-    for p in o.data.polygons:
-        if random.random()<.20:p.material_index=1
-    # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
-    for i in range(35):
-        a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77
-        x,y=r*math.cos(a),r*math.sin(a)
-        if abs(x)<.56:x*=1.25
-        if abs(y)<.56:y*=1.25
-        vv=[(x-.027,y,z),(x,y-.018,z+.026),(x+.028,y,z+.012),(x,y+.018,z-.014)]
-        mesh('Edge leaf',vv,[(0,1,2),(0,2,3)],leaf2,True)
+    # Shared boundary coordinates and welded normals prevent cracks at cube-face seams.
+    import bmesh
+    bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.00001)
+    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free();o.data.update()
+    # Small convex leaf diamonds sit on the shrub surface, including the top silhouette.
+    for i in range(240):
+        axis=random.choice([0,1,2,2]);sign=1 if axis==2 else random.choice([-1,1])
+        q=[random.uniform(-1,1) for _ in range(3)];q[axis]=sign
+        v=Vector(q);inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
+        d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
+        n=Vector((v.x-inner.x,v.y-inner.y,(v.z-inner.z)*1.4)).normalized()
+        v+=v.normalized()*d;center=Vector((v.x*.79,v.y*.79,.74+v.z*.56))+n*.008
+        a=n.cross(Vector((0,1,0)) if abs(n.z)>.8 else Vector((0,0,1))).normalized();b=n.cross(a).normalized()
+        angle=random.uniform(0,math.tau);u=a*math.cos(angle)+b*math.sin(angle);w=n.cross(u)
+        length=random.uniform(.034,.052);width=length*.55
+        vv=[center-u*length,center+w*width,center+u*length,center-w*width,center+n*.008]
+        mesh('Boxwood leaf',vv,[(0,1,4),(1,2,4),(2,3,4),(3,0,4)],leaf2 if i%3 else leaf,True)
 
 BUILDERS={'street-sweeper':sweeper,'tram':tram,'raft-2':lambda:raft(4),'raft-3':lambda:raft(6),'raft-4':lambda:raft(8),'lily-pad':lily,'donut':donut,'tram-signal':signal,'bench':bench,'hedge':hedge}
 DESCS={
@@ -537,13 +549,14 @@
       '`blender -b --python-exit-code 1 --python build_street.py -- all` rebuilds every asset from an empty scene, bakes and exports, re-imports each GLB into a fresh scene, checks bounds/origin/materials/triangles/file size, and renders the actual imported mesh. A slug instead of `all` builds only that asset. `lineup` only assembles the existing previews.',
       'Each asset has one mesh, one baked Body material, and optional Glass/Glow. Body has a 512×512 RGB albedo and a 512×512 packed roughness/metallic image (R=1, G=roughness, B=metallic). The exporter binds G/B as glTF metallicRoughnessTexture. Geometry carries bevels, leaf veins, planks, brush tufts and other silhouette detail. Glass is alpha BLEND at 0.35; Glow is untextured emission.',
       'Texture provenance: original Blender procedural nodes, baked with Cycles EMIT at 8 samples and 5 px dilation. No Poly Haven texture IDs used; no external image sources. Albedo contains material colour variation, not directional lighting. The packed map contains material roughness/metallic, not a baked AO pass. No normal map is needed for this low-poly geometry.',
-      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; for the close-up doughnut it extends beyond the frame. Preview lights, cameras, ground and grid are not exported.',
+      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; the doughnut game view includes the complete square, while its side view is a close-up. Preview lights, cameras, ground and grid are not exported.',
       '`lineup.png` is a 1600×800 contact lineup of those same game-view renders, independently framed for readable comparison; the labels give real dimensions. It is not a common-scale scene. The lineup compositor uses system Python 3 with Pillow; all modeling, baking, export and rendering use bpy.',
       'Per-piece `*-validation.json` records the fresh Blender import. `*-audit.json` is the independent serialized-GLB audit (zero degenerate triangles, finite attributes, embedded textures). Runtime three.js draw calls and FPS are not measured by this asset worker.',
       '', '## What still looks weak','',
       '- The tram is deliberately economical: dark backed glass and no passenger interior, opening doors or animated pantograph.',
       '- The longer raft rope coils and the doughnut icing are visibly polygonal in extreme close-ups; they are designed for the stated phone-scale camera.',
       '- The hedge uses opaque modeled foliage with baked colour variation, not individual alpha-cutout leaves; its leaf detail is suggestive.',
+      '- The independent visual critic preferred stronger tram roof contrast and a more uniform hedge surface. These remain artistic limitations; see critic-review.txt. Its sweeper brush visibility finding was addressed by extending both brush arms. Its request for more distinct raft designs was not adopted: the three rafts intentionally share construction at the specified lengths.',
       '- Signal lamps share one Glow material as requested, so alternating each lamp independently would need a runtime material/mesh split.',
       '- The 0.45 m raft height includes accessories: the longer rafts carry shallow crates to preserve the specified total bounds.',
       '- No in-game collision meshes, motion, sounds or integration code are included; this delivery is the static asset pack.', '']

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc "python3 - <<'PY'
import json,struct,io,hashlib,subprocess
from pathlib import Path
from PIL import Image,ImageDraw
p=Path.cwd();rows=json.loads((p/'street.json').read_text());assert len(rows)==10
report=[];sides=Image.new('RGB',(1600,800),(27,34,38));draw=ImageDraw.Draw(sides)
for i,r in enumerate(rows):
 slug=r['slug'];path=p/r['glb'];raw=path.read_bytes();magic,version,total=struct.unpack_from('<III',raw);assert magic==0x46546c67 and version==2 and total==len(raw)
 jl,jt=struct.unpack_from('<II',raw,12);doc=json.loads(raw[20:20+jl]);bl,bt=struct.unpack_from('<II',raw,20+jl);binary=raw[28+jl:28+jl+bl]
 assert len(doc['nodes'])==len(doc['meshes'])==1 and doc['nodes'][0]['mesh']==0
 node=doc['nodes'][0];assert all(k not in node for k in ['translation','rotation','scale','matrix','camera','children'])
 assert not doc.get('cameras') and not doc.get('skins') and not doc.get('animations')
 mats=doc['materials'];assert len(mats)<=4 and [m['name'] for m in mats]==r['materials']
 for m in mats:
  if m['name']=='Glass':assert m['alphaMode']=='BLEND' and abs(m['pbrMetallicRoughness']['baseColorFactor'][3]-.35)<1e-5
  if m['name']=='Glow':assert max(m.get('emissiveFactor',[0]))>0
 imgs=[]
 for im in doc['images']:
  assert 'uri' not in im;bv=doc['bufferViews'][im['bufferView']];b=bv.get('byteOffset',0);img=Image.open(io.BytesIO(binary[b:b+bv['byteLength']]))
  assert max(img.size)<=512;imgs.append(list(img.size))
 assert len(imgs)==2
 minimum=[float('inf')]*3;maximum=[float('-inf')]*3
 for prim in doc['meshes'][0]['primitives']:
  acc=doc['accessors'][prim['attributes']['POSITION']]
  minimum=[min(a,b) for a,b in zip(minimum,acc['min'])];maximum=[max(a,b) for a,b in zip(maximum,acc['max'])]
 size=[maximum[k]-minimum[k] for k in [0,2,1]]
 assert max(abs(a-b) for a,b in zip(size,r['size_m']))<.00001
 assert abs(minimum[1])<.00001 and abs(minimum[0]+maximum[0])<.00001 and abs(minimum[2]+maximum[2])<.00001
 limit=900000 if slug=='tram' else 600000;assert len(raw)<=limit
 for suffix in ['.png','-side.png']:assert Image.open(p/(slug+suffix)).size==(800,800)
 q=subprocess.run(['python3','/home/claude-agent/.agents/skills/blender-game-assets/scripts/audit_glb.py',str(path),'--strict'],capture_output=True,text=True);assert q.returncode==0,(slug,q.stdout,q.stderr)
 (p/(slug+'-audit.json')).write_text(q.stdout);audit=json.loads(q.stdout);assert audit['triangles']==r['tris']
 report.append({'slug':slug,'bytes':len(raw),'tris':r['tris'],'materials':r['materials'],'textures_px':imgs,'glb_bounds_xyz':[minimum,maximum],'sha256':hashlib.sha256(raw).hexdigest(),'contract_pass':True})
 x=(i%5)*320;y=(i//5)*400;sides.paste(Image.open(p/(slug+'-side.png')).convert('RGB').resize((312,312)),(x+4,y+4));draw.text((x+12,y+330),slug,fill='white')
 assert json.loads((p/(slug+'-validation.json')).read_text())['fresh_import']
assert Image.open(p/'lineup.png').size==(1600,800)
log=(p/'final-clean-build.log').read_text();assert log.count('VALIDATED ')==10 and log.count('DELIVERED ')==10 and 'Blender quit' in log
out={'all_pass':True,'source_sha256':hashlib.sha256((p/'build_street.py').read_bytes()).hexdigest(),'clean_build_log':'final-clean-build.log','assets':report}
(p/'pack-validation.json').write_text(json.dumps(out,indent=2));sides.save(p/'sides-check.png')
print(json.dumps({'assets':len(rows),'triangles_total':sum(r['tris'] for r in rows),'glb_bytes_total':sum(r['bytes'] for r in report),'all_pass':True}))
for r in report:print(r['slug'],r['tris'],r['bytes'])
PY" in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 2016ms:
{"assets": 10, "triangles_total": 23812, "glb_bytes_total": 3875356, "all_pass": true}
street-sweeper 4428 467900
tram 6632 607240
raft-2 2166 425300
raft-3 2110 411668
raft-4 2374 418268
lily-pad 1022 257752
donut 1116 335876
tram-signal 948 201648
bench 1068 306704
hedge 1948 443000

hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse
hook: PreToolUse Completed
diff --git a/jobs/hop-street-v1/build_street.py b/jobs/hop-street-v1/build_street.py
index 51ba46adc05dff23097630ef30649984ee6cb7e8..b8230b023dd40a062404ac8f9f99f2a82cc7ca6d
--- a/jobs/hop-street-v1/build_street.py
+++ b/jobs/hop-street-v1/build_street.py
@@ -140,7 +140,7 @@
         box('Headlight surround',(s*.65,-2.415,1.16),(.34,.075,.22),white,.035)
         box('Headlight',(s*.65,-2.46,1.17),(.24,.017,.13),glow,.025)
         # Side brushes flare beyond the body, a ring of individual bristle tufts.
-        cx=s*.66; cy=-2.05
+        cx=s*.87; cy=-2.40
         rod('Brush hydraulic arm',(s*.58,-1.5,.62),(cx,cy,.29),.052,steel)
         cyl('Brush bristle skirt',(cx,cy,.15),.37,.21,dark,24,r2=.29)
         cyl('Orange brush disc',(cx,cy,.27),.295,.065,orange,24)
@@ -229,7 +229,7 @@
     inv=cam.rotation_euler.to_matrix().transposed(); pts=[inv@(Vector(v)-center) for v in ob.bound_box]
     aspect=s.render.resolution_x/s.render.resolution_y
     cam.data.ortho_scale=max(max(p.x for p in pts)-min(p.x for p in pts),(max(p.y for p in pts)-min(p.y for p in pts))*aspect)*1.25
-    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else .8)
+    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else 3.1)
     if side:cam.location=center+d*max(40,cam.data.ortho_scale*22)
     s.render.film_transparent=False
 
@@ -337,10 +337,16 @@
     for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
 
 def tube_path(name,points,r,m,sides=6):
-    verts=[]
+    verts=[]; previous=None
     for i,p in enumerate(points):
         p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
-        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
+        tang.normalize()
+        if previous is None:
+            up=min((Vector((1,0,0)),Vector((0,1,0)),Vector((0,0,1))),key=lambda u:abs(tang.dot(u)))
+            a=(up-tang*up.dot(tang)).normalized()
+        else:
+            a=(previous-tang*previous.dot(tang)).normalized()
+        b=tang.cross(a).normalized();previous=a
         verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
     faces=[]
     for i in range(len(points)-1):
@@ -479,7 +485,7 @@
         tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
         for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
         for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
-    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
+    rod('Underseat stretcher',(-.66,.31,.25),(.66,.31,.25),.025,green,8)
 
 def hedge():
     leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
@@ -497,23 +503,29 @@
                 for j in range(N+1):
                     q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                     v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
-                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
+                    d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
                     v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
             for i in range(N):
                 for j in range(N):
                     a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
     o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
-    o.data.materials.append(leaf2)
-    for p in o.data.polygons:
-        if random.random()<.20:p.material_index=1
-    # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
-    for i in range(35):
-        a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77
-        x,y=r*math.cos(a),r*math.sin(a)
-        if abs(x)<.56:x*=1.25
-        if abs(y)<.56:y*=1.25
-        vv=[(x-.027,y,z),(x,y-.018,z+.026),(x+.028,y,z+.012),(x,y+.018,z-.014)]
-        mesh('Edge leaf',vv,[(0,1,2),(0,2,3)],leaf2,True)
+    # Shared boundary coordinates and welded normals prevent cracks at cube-face seams.
+    import bmesh
+    bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.00001)
+    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free();o.data.update()
+    # Small convex leaf diamonds sit on the shrub surface, including the top silhouette.
+    for i in range(240):
+        axis=random.choice([0,1,2,2]);sign=1 if axis==2 else random.choice([-1,1])
+        q=[random.uniform(-1,1) for _ in range(3)];q[axis]=sign
+        v=Vector(q);inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
+        d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
+        n=Vector((v.x-inner.x,v.y-inner.y,(v.z-inner.z)*1.4)).normalized()
+        v+=v.normalized()*d;center=Vector((v.x*.79,v.y*.79,.74+v.z*.56))+n*.008
+        a=n.cross(Vector((0,1,0)) if abs(n.z)>.8 else Vector((0,0,1))).normalized();b=n.cross(a).normalized()
+        angle=random.uniform(0,math.tau);u=a*math.cos(angle)+b*math.sin(angle);w=n.cross(u)
+        length=random.uniform(.034,.052);width=length*.55
+        vv=[center-u*length,center+w*width,center+u*length,center-w*width,center+n*.008]
+        mesh('Boxwood leaf',vv,[(0,1,4),(1,2,4),(2,3,4),(3,0,4)],leaf2 if i%3 else leaf,True)
 
 BUILDERS={'street-sweeper':sweeper,'tram':tram,'raft-2':lambda:raft(4),'raft-3':lambda:raft(6),'raft-4':lambda:raft(8),'lily-pad':lily,'donut':donut,'tram-signal':signal,'bench':bench,'hedge':hedge}
 DESCS={
@@ -537,13 +549,14 @@
       '`blender -b --python-exit-code 1 --python build_street.py -- all` rebuilds every asset from an empty scene, bakes and exports, re-imports each GLB into a fresh scene, checks bounds/origin/materials/triangles/file size, and renders the actual imported mesh. A slug instead of `all` builds only that asset. `lineup` only assembles the existing previews.',
       'Each asset has one mesh, one baked Body material, and optional Glass/Glow. Body has a 512×512 RGB albedo and a 512×512 packed roughness/metallic image (R=1, G=roughness, B=metallic). The exporter binds G/B as glTF metallicRoughnessTexture. Geometry carries bevels, leaf veins, planks, brush tufts and other silhouette detail. Glass is alpha BLEND at 0.35; Glow is untextured emission.',
       'Texture provenance: original Blender procedural nodes, baked with Cycles EMIT at 8 samples and 5 px dilation. No Poly Haven texture IDs used; no external image sources. Albedo contains material colour variation, not directional lighting. The packed map contains material roughness/metallic, not a baked AO pass. No normal map is needed for this low-poly geometry.',
-      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; for the close-up doughnut it extends beyond the frame. Preview lights, cameras, ground and grid are not exported.',
+      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; the doughnut game view includes the complete square, while its side view is a close-up. Preview lights, cameras, ground and grid are not exported.',
       '`lineup.png` is a 1600×800 contact lineup of those same game-view renders, independently framed for readable comparison; the labels give real dimensions. It is not a common-scale scene. The lineup compositor uses system Python 3 with Pillow; all modeling, baking, export and rendering use bpy.',
       'Per-piece `*-validation.json` records the fresh Blender import. `*-audit.json` is the independent serialized-GLB audit (zero degenerate triangles, finite attributes, embedded textures). Runtime three.js draw calls and FPS are not measured by this asset worker.',
       '', '## What still looks weak','',
       '- The tram is deliberately economical: dark backed glass and no passenger interior, opening doors or animated pantograph.',
       '- The longer raft rope coils and the doughnut icing are visibly polygonal in extreme close-ups; they are designed for the stated phone-scale camera.',
       '- The hedge uses opaque modeled foliage with baked colour variation, not individual alpha-cutout leaves; its leaf detail is suggestive.',
+      '- The independent visual critic preferred stronger tram roof contrast and a more uniform hedge surface. These remain artistic limitations; see critic-review.txt. Its sweeper brush visibility finding was addressed by extending both brush arms. Its request for more distinct raft designs was not adopted: the three rafts intentionally share construction at the specified lengths.',
       '- Signal lamps share one Glow material as requested, so alternating each lamp independently would need a runtime material/mesh split.',
       '- The 0.45 m raft height includes accessories: the longer rafts carry shallow crates to preserve the specified total bounds.',
       '- No in-game collision meshes, motion, sounds or integration code are included; this delivery is the static asset pack.', '']

hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
hook: PreToolUse Completed
exec
/bin/bash -lc 'df -h /; TZ=Europe/Paris date' in /home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1
 succeeded in 0ms:
Filesystem      Size  Used Avail Use% Mounted on
/dev/sda1       150G  137G  7.7G  95% /
Mon Oct 12 20:10:04 CEST 2026

hook: PreToolUse
hook: PreToolUse Completed
mcp: forge/coord_release started
mcp: forge/coord_release (completed)
hook: PreToolUse
hook: PreToolUse Completed
mcp: forge/coord_release started
mcp: forge/coord_release (completed)
diff --git a/jobs/hop-street-v1/build_street.py b/jobs/hop-street-v1/build_street.py
index 51ba46adc05dff23097630ef30649984ee6cb7e8..b8230b023dd40a062404ac8f9f99f2a82cc7ca6d
--- a/jobs/hop-street-v1/build_street.py
+++ b/jobs/hop-street-v1/build_street.py
@@ -140,7 +140,7 @@
         box('Headlight surround',(s*.65,-2.415,1.16),(.34,.075,.22),white,.035)
         box('Headlight',(s*.65,-2.46,1.17),(.24,.017,.13),glow,.025)
         # Side brushes flare beyond the body, a ring of individual bristle tufts.
-        cx=s*.66; cy=-2.05
+        cx=s*.87; cy=-2.40
         rod('Brush hydraulic arm',(s*.58,-1.5,.62),(cx,cy,.29),.052,steel)
         cyl('Brush bristle skirt',(cx,cy,.15),.37,.21,dark,24,r2=.29)
         cyl('Orange brush disc',(cx,cy,.27),.295,.065,orange,24)
@@ -229,7 +229,7 @@
     inv=cam.rotation_euler.to_matrix().transposed(); pts=[inv@(Vector(v)-center) for v in ob.bound_box]
     aspect=s.render.resolution_x/s.render.resolution_y
     cam.data.ortho_scale=max(max(p.x for p in pts)-min(p.x for p in pts),(max(p.y for p in pts)-min(p.y for p in pts))*aspect)*1.25
-    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else .8)
+    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else 3.1)
     if side:cam.location=center+d*max(40,cam.data.ortho_scale*22)
     s.render.film_transparent=False
 
@@ -337,10 +337,16 @@
     for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
 
 def tube_path(name,points,r,m,sides=6):
-    verts=[]
+    verts=[]; previous=None
     for i,p in enumerate(points):
         p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
-        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
+        tang.normalize()
+        if previous is None:
+            up=min((Vector((1,0,0)),Vector((0,1,0)),Vector((0,0,1))),key=lambda u:abs(tang.dot(u)))
+            a=(up-tang*up.dot(tang)).normalized()
+        else:
+            a=(previous-tang*previous.dot(tang)).normalized()
+        b=tang.cross(a).normalized();previous=a
         verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
     faces=[]
     for i in range(len(points)-1):
@@ -479,7 +485,7 @@
         tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
         for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
         for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
-    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
+    rod('Underseat stretcher',(-.66,.31,.25),(.66,.31,.25),.025,green,8)
 
 def hedge():
     leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
@@ -497,23 +503,29 @@
                 for j in range(N+1):
                     q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                     v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
-                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
+                    d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
                     v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
             for i in range(N):
                 for j in range(N):
                     a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
     o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
-    o.data.materials.append(leaf2)
-    for p in o.data.polygons:
-        if random.random()<.20:p.material_index=1
-    # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
-    for i in range(35):
-        a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77
-        x,y=r*math.cos(a),r*math.sin(a)
-        if abs(x)<.56:x*=1.25
-        if abs(y)<.56:y*=1.25
-        vv=[(x-.027,y,z),(x,y-.018,z+.026),(x+.028,y,z+.012),(x,y+.018,z-.014)]
-        mesh('Edge leaf',vv,[(0,1,2),(0,2,3)],leaf2,True)
+    # Shared boundary coordinates and welded normals prevent cracks at cube-face seams.
+    import bmesh
+    bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.00001)
+    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free();o.data.update()
+    # Small convex leaf diamonds sit on the shrub surface, including the top silhouette.
+    for i in range(240):
+        axis=random.choice([0,1,2,2]);sign=1 if axis==2 else random.choice([-1,1])
+        q=[random.uniform(-1,1) for _ in range(3)];q[axis]=sign
+        v=Vector(q);inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
+        d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
+        n=Vector((v.x-inner.x,v.y-inner.y,(v.z-inner.z)*1.4)).normalized()
+        v+=v.normalized()*d;center=Vector((v.x*.79,v.y*.79,.74+v.z*.56))+n*.008
+        a=n.cross(Vector((0,1,0)) if abs(n.z)>.8 else Vector((0,0,1))).normalized();b=n.cross(a).normalized()
+        angle=random.uniform(0,math.tau);u=a*math.cos(angle)+b*math.sin(angle);w=n.cross(u)
+        length=random.uniform(.034,.052);width=length*.55
+        vv=[center-u*length,center+w*width,center+u*length,center-w*width,center+n*.008]
+        mesh('Boxwood leaf',vv,[(0,1,4),(1,2,4),(2,3,4),(3,0,4)],leaf2 if i%3 else leaf,True)
 
 BUILDERS={'street-sweeper':sweeper,'tram':tram,'raft-2':lambda:raft(4),'raft-3':lambda:raft(6),'raft-4':lambda:raft(8),'lily-pad':lily,'donut':donut,'tram-signal':signal,'bench':bench,'hedge':hedge}
 DESCS={
@@ -537,13 +549,14 @@
       '`blender -b --python-exit-code 1 --python build_street.py -- all` rebuilds every asset from an empty scene, bakes and exports, re-imports each GLB into a fresh scene, checks bounds/origin/materials/triangles/file size, and renders the actual imported mesh. A slug instead of `all` builds only that asset. `lineup` only assembles the existing previews.',
       'Each asset has one mesh, one baked Body material, and optional Glass/Glow. Body has a 512×512 RGB albedo and a 512×512 packed roughness/metallic image (R=1, G=roughness, B=metallic). The exporter binds G/B as glTF metallicRoughnessTexture. Geometry carries bevels, leaf veins, planks, brush tufts and other silhouette detail. Glass is alpha BLEND at 0.35; Glow is untextured emission.',
       'Texture provenance: original Blender procedural nodes, baked with Cycles EMIT at 8 samples and 5 px dilation. No Poly Haven texture IDs used; no external image sources. Albedo contains material colour variation, not directional lighting. The packed map contains material roughness/metallic, not a baked AO pass. No normal map is needed for this low-poly geometry.',
-      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; for the close-up doughnut it extends beyond the frame. Preview lights, cameras, ground and grid are not exported.',
+      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; the doughnut game view includes the complete square, while its side view is a close-up. Preview lights, cameras, ground and grid are not exported.',
       '`lineup.png` is a 1600×800 contact lineup of those same game-view renders, independently framed for readable comparison; the labels give real dimensions. It is not a common-scale scene. The lineup compositor uses system Python 3 with Pillow; all modeling, baking, export and rendering use bpy.',
       'Per-piece `*-validation.json` records the fresh Blender import. `*-audit.json` is the independent serialized-GLB audit (zero degenerate triangles, finite attributes, embedded textures). Runtime three.js draw calls and FPS are not measured by this asset worker.',
       '', '## What still looks weak','',
       '- The tram is deliberately economical: dark backed glass and no passenger interior, opening doors or animated pantograph.',
       '- The longer raft rope coils and the doughnut icing are visibly polygonal in extreme close-ups; they are designed for the stated phone-scale camera.',
       '- The hedge uses opaque modeled foliage with baked colour variation, not individual alpha-cutout leaves; its leaf detail is suggestive.',
+      '- The independent visual critic preferred stronger tram roof contrast and a more uniform hedge surface. These remain artistic limitations; see critic-review.txt. Its sweeper brush visibility finding was addressed by extending both brush arms. Its request for more distinct raft designs was not adopted: the three rafts intentionally share construction at the specified lengths.',
       '- Signal lamps share one Glow material as requested, so alternating each lamp independently would need a runtime material/mesh split.',
       '- The 0.45 m raft height includes accessories: the longer rafts carry shallow crates to preserve the specified total bounds.',
       '- No in-game collision meshes, motion, sounds or integration code are included; this delivery is the static asset pack.', '']

codex
Delivered all 10 GLBs and 20 previews. Clean rebuild, fresh-import checks, and GLB audits passed all asset limits.

- [Lineup](/home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1/lineup.png)
- [Manifest](/home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1/street.json)
- [Build script](/home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1/build_street.py)
- [Notes and remaining visual weaknesses](/home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1/NOTES.md)

GLBs total **3.88 MB**. Local disk has **7.7 GB free**.
diff --git a/jobs/hop-street-v1/build_street.py b/jobs/hop-street-v1/build_street.py
index 51ba46adc05dff23097630ef30649984ee6cb7e8..b8230b023dd40a062404ac8f9f99f2a82cc7ca6d
--- a/jobs/hop-street-v1/build_street.py
+++ b/jobs/hop-street-v1/build_street.py
@@ -140,7 +140,7 @@
         box('Headlight surround',(s*.65,-2.415,1.16),(.34,.075,.22),white,.035)
         box('Headlight',(s*.65,-2.46,1.17),(.24,.017,.13),glow,.025)
         # Side brushes flare beyond the body, a ring of individual bristle tufts.
-        cx=s*.66; cy=-2.05
+        cx=s*.87; cy=-2.40
         rod('Brush hydraulic arm',(s*.58,-1.5,.62),(cx,cy,.29),.052,steel)
         cyl('Brush bristle skirt',(cx,cy,.15),.37,.21,dark,24,r2=.29)
         cyl('Orange brush disc',(cx,cy,.27),.295,.065,orange,24)
@@ -229,7 +229,7 @@
     inv=cam.rotation_euler.to_matrix().transposed(); pts=[inv@(Vector(v)-center) for v in ob.bound_box]
     aspect=s.render.resolution_x/s.render.resolution_y
     cam.data.ortho_scale=max(max(p.x for p in pts)-min(p.x for p in pts),(max(p.y for p in pts)-min(p.y for p in pts))*aspect)*1.25
-    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else .8)
+    if not side:cam.data.ortho_scale=max(cam.data.ortho_scale,2.7 if max(hi-lo)>1 else 3.1)
     if side:cam.location=center+d*max(40,cam.data.ortho_scale*22)
     s.render.film_transparent=False
 
@@ -337,10 +337,16 @@
     for y in [-2.17,-.95]:rod('Pantograph crossbar',(-.36,y,3.01),(.36,y,3.01),.025,metal)
 
 def tube_path(name,points,r,m,sides=6):
-    verts=[]
+    verts=[]; previous=None
     for i,p in enumerate(points):
         p=Vector(p); tang=Vector(points[min(i+1,len(points)-1)])-Vector(points[max(0,i-1)])
-        tang.normalize(); up=Vector((0,0,1)) if abs(tang.z)<.9 else Vector((0,1,0)); a=tang.cross(up).normalized();b=tang.cross(a).normalized()
+        tang.normalize()
+        if previous is None:
+            up=min((Vector((1,0,0)),Vector((0,1,0)),Vector((0,0,1))),key=lambda u:abs(tang.dot(u)))
+            a=(up-tang*up.dot(tang)).normalized()
+        else:
+            a=(previous-tang*previous.dot(tang)).normalized()
+        b=tang.cross(a).normalized();previous=a
         verts.extend([p+r*(math.cos(j*2*math.pi/sides)*a+math.sin(j*2*math.pi/sides)*b) for j in range(sides)])
     faces=[]
     for i in range(len(points)-1):
@@ -479,7 +485,7 @@
         tube_path('Curved armrest',[(x,-.2,.43),(x,-.24,.63),(x,-.14,.68),(x,.23,.68),(x,.29,.60)],.026,green,8)
         for y in [-.26,.37]:box('Foot pad',(x,y,.026),(.17,.11,.052),green,.015)
         for z in [.615,.719,.823]:cyl('Backrest screw',(x,.255+(z-.615)*.22,z),.012,.016,bolt,6,'Y')
-    rod('Underseat stretcher',(-.68,.12,.245),(.68,.12,.245),.025,green,8)
+    rod('Underseat stretcher',(-.66,.31,.25),(.66,.31,.25),.025,green,8)
 
 def hedge():
     leaf=mat('Boxwood foliage',(.045,.22,.026),.84,0,'leaf');leaf2=mat('Sunlit boxwood',(.074,.29,.037),.82,0,'leaf');stone=mat('Weathered pale stone',(.35,.36,.28),.88,0,'stone');soil=mat('Rich planting soil',(.063,.042,.025),1,0,'stone')
@@ -497,23 +503,29 @@
                 for j in range(N+1):
                     q=[0,0,0];q[axis]=sign;other=[a for a in range(3) if a!=axis];q[other[0]]=-1+2*i/N;q[other[1]]=-1+2*j/N
                     v=Vector(q); inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
-                    d=.015*math.sin(i*3.8+j*4.9+axis)+.012*math.cos(i*6.3-j*2.2)
+                    d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
                     v+=v.normalized()*d; verts.append((v.x*.79,v.y*.79,.74+v.z*.56))
             for i in range(N):
                 for j in range(N):
                     a=start+i*(N+1)+j;faces.append((a,a+1,a+N+2,a+N+1))
     o=mesh('Clipped rounded boxwood',verts,faces,leaf,True)
-    o.data.materials.append(leaf2)
-    for p in o.data.polygons:
-        if random.random()<.20:p.material_index=1
-    # Few silhouette leaves, flattened pointed diamond pairs keep the trim from looking plastic.
-    for i in range(35):
-        a=random.uniform(0,2*math.pi);z=random.uniform(.43,1.13);r=.77
-        x,y=r*math.cos(a),r*math.sin(a)
-        if abs(x)<.56:x*=1.25
-        if abs(y)<.56:y*=1.25
-        vv=[(x-.027,y,z),(x,y-.018,z+.026),(x+.028,y,z+.012),(x,y+.018,z-.014)]
-        mesh('Edge leaf',vv,[(0,1,2),(0,2,3)],leaf2,True)
+    # Shared boundary coordinates and welded normals prevent cracks at cube-face seams.
+    import bmesh
+    bm=bmesh.new();bm.from_mesh(o.data);bmesh.ops.remove_doubles(bm,verts=list(bm.verts),dist=.00001)
+    bmesh.ops.recalc_face_normals(bm,faces=list(bm.faces));bm.to_mesh(o.data);bm.free();o.data.update()
+    # Small convex leaf diamonds sit on the shrub surface, including the top silhouette.
+    for i in range(240):
+        axis=random.choice([0,1,2,2]);sign=1 if axis==2 else random.choice([-1,1])
+        q=[random.uniform(-1,1) for _ in range(3)];q[axis]=sign
+        v=Vector(q);inner=Vector([max(-.62,min(.62,a)) for a in v]);v=inner+(v-inner).normalized()*.38
+        d=.015*math.sin(q[0]*15.2+q[1]*19.6+q[2]*13.1)+.012*math.cos(q[0]*25.2-q[1]*8.8+q[2]*17.3)
+        n=Vector((v.x-inner.x,v.y-inner.y,(v.z-inner.z)*1.4)).normalized()
+        v+=v.normalized()*d;center=Vector((v.x*.79,v.y*.79,.74+v.z*.56))+n*.008
+        a=n.cross(Vector((0,1,0)) if abs(n.z)>.8 else Vector((0,0,1))).normalized();b=n.cross(a).normalized()
+        angle=random.uniform(0,math.tau);u=a*math.cos(angle)+b*math.sin(angle);w=n.cross(u)
+        length=random.uniform(.034,.052);width=length*.55
+        vv=[center-u*length,center+w*width,center+u*length,center-w*width,center+n*.008]
+        mesh('Boxwood leaf',vv,[(0,1,4),(1,2,4),(2,3,4),(3,0,4)],leaf2 if i%3 else leaf,True)
 
 BUILDERS={'street-sweeper':sweeper,'tram':tram,'raft-2':lambda:raft(4),'raft-3':lambda:raft(6),'raft-4':lambda:raft(8),'lily-pad':lily,'donut':donut,'tram-signal':signal,'bench':bench,'hedge':hedge}
 DESCS={
@@ -537,13 +549,14 @@
       '`blender -b --python-exit-code 1 --python build_street.py -- all` rebuilds every asset from an empty scene, bakes and exports, re-imports each GLB into a fresh scene, checks bounds/origin/materials/triangles/file size, and renders the actual imported mesh. A slug instead of `all` builds only that asset. `lineup` only assembles the existing previews.',
       'Each asset has one mesh, one baked Body material, and optional Glass/Glow. Body has a 512×512 RGB albedo and a 512×512 packed roughness/metallic image (R=1, G=roughness, B=metallic). The exporter binds G/B as glTF metallicRoughnessTexture. Geometry carries bevels, leaf veins, planks, brush tufts and other silhouette detail. Glass is alpha BLEND at 0.35; Glow is untextured emission.',
       'Texture provenance: original Blender procedural nodes, baked with Cycles EMIT at 8 samples and 5 px dilation. No Poly Haven texture IDs used; no external image sources. Albedo contains material colour variation, not directional lighting. The packed map contains material roughness/metallic, not a baked AO pass. No normal map is needed for this low-poly geometry.',
-      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; for the close-up doughnut it extends beyond the frame. Preview lights, cameras, ground and grid are not exported.',
+      'Previews: 800×800 Cycles, 32 samples with denoising, soft daylight, orthographic 55-degree game camera or low side camera. Raft side views show the long edge. The faint outline is a real 2 m square; the doughnut game view includes the complete square, while its side view is a close-up. Preview lights, cameras, ground and grid are not exported.',
       '`lineup.png` is a 1600×800 contact lineup of those same game-view renders, independently framed for readable comparison; the labels give real dimensions. It is not a common-scale scene. The lineup compositor uses system Python 3 with Pillow; all modeling, baking, export and rendering use bpy.',
       'Per-piece `*-validation.json` records the fresh Blender import. `*-audit.json` is the independent serialized-GLB audit (zero degenerate triangles, finite attributes, embedded textures). Runtime three.js draw calls and FPS are not measured by this asset worker.',
       '', '## What still looks weak','',
       '- The tram is deliberately economical: dark backed glass and no passenger interior, opening doors or animated pantograph.',
       '- The longer raft rope coils and the doughnut icing are visibly polygonal in extreme close-ups; they are designed for the stated phone-scale camera.',
       '- The hedge uses opaque modeled foliage with baked colour variation, not individual alpha-cutout leaves; its leaf detail is suggestive.',
+      '- The independent visual critic preferred stronger tram roof contrast and a more uniform hedge surface. These remain artistic limitations; see critic-review.txt. Its sweeper brush visibility finding was addressed by extending both brush arms. Its request for more distinct raft designs was not adopted: the three rafts intentionally share construction at the specified lengths.',
       '- Signal lamps share one Glow material as requested, so alternating each lamp independently would need a runtime material/mesh split.',
       '- The 0.45 m raft height includes accessories: the longer rafts carry shallow crates to preserve the specified total bounds.',
       '- No in-game collision meshes, motion, sounds or integration code are included; this delivery is the static asset pack.', '']

tokens used
202,199
Delivered all 10 GLBs and 20 previews. Clean rebuild, fresh-import checks, and GLB audits passed all asset limits.

- [Lineup](/home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1/lineup.png)
- [Manifest](/home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1/street.json)
- [Build script](/home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1/build_street.py)
- [Notes and remaining visual weaknesses](/home/claude-agent/forge-build/forge-assets/jobs/hop-street-v1/NOTES.md)

GLBs total **3.88 MB**. Local disk has **7.7 GB free**.
