1. Character & Scene Assets
Nene (Kitano Mandokoro) Scene (0-4s)
Character Model:
Kimono Material:
Base Color: #2B1D0E (Dark Brown-Black), Metallic Texture (Gold Patterns, Roughness 0.3)
Red Obi: Emissive Material (Brightness 0.5, Dynamic Flow Weight 0.7)
Hair & Accessories:
Hairpin Tassels: Physics Simulation (Chaos, Wind Intensity 0.4, Collision Disabled)
Scene Layout:
Red Torii (⛩):
Model: 3-Gate Structure, Material Reflectivity 0.6 (Sunlight at 2 o'clock)
Guards: Static Mesh (LOD1 Simplified), Snow Footprint Decals (Per-Frame Generation)
Dynamic Effects:
Left Sleeve/Obi Flow: Cloth Simulation (Wind Speed 2m/s, Direction -30°)
Snow Ground: Vertex Shader Dynamic Snow (Melting Based on NPC Path)
Chacha (Yodo-dono) Wasteland Scene (4-8s)
Character Model:
Kimono Material: Red-Gold Gradient (#9E2B26→#D4AF37, Edge Wear Alpha Mask)
Hair: Dynamic Bones (Physics Simulation with Frozen Z-Axis)
Scene Layout:
Broken Torii: Single-Gate Structure, Fracture via DestructibleMesh
Ruined Shrine:
Second Floor Planks: Procedural Damage (Perlin Noise for Hole Distribution)
Dead Tree & Kalanchoe Flowers: Vertex Animation (Wind Displacement 0.2)
NPC Behavior:
Kneeling Figure: Animation Blueprint (Blend Space Kneel_Idle→Kneel_Walk)
Silhouette Passersby: Instanced Static Mesh (Random ±0.1m Displacement Per Frame)
2. Animation & Camera Logic
3. VFX & Optimization
Snow Interaction:
Nene’s Footsteps: Dynamic Render Target RT_SnowDisplacement (1024x1024)
Snowflakes: Niagara System (Emission Rate Scales with NPC Proximity)
Performance Notes:
Freeze Fix: Preload Wasteland Assets (Level Streaming Volume Activation Delay 2s)
Silhouette Optimization: Replaced with Low-Poly Shadow Proxy Mesh (-80% Polygons)
4. Art Director Notes
Style Consistency:
Shared Snow Shader (Wasteland Adds Dust Noise Overlay)
Torii Color Variance: Nene Scene HSV(5,90%,100%), Wasteland HSV(5,70%,80%)
Glitch Aesthetic:
Post-Freeze Effects: Full-Screen Noise (15%) + Scanlines (Opacity 30%)