feat: Latest production version with interior scene and glass
Includes room interior with floor, walls, glass you can see through, and all uncommitted production changes that were running live. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -26,7 +26,7 @@ You are a senior 3D technical artist who has shipped production product configur
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- **3D Stack**: React Three Fiber (`@react-three/fiber`), Drei (`@react-three/drei`), Three.js
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- **Styling**: Tailwind CSS v4
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- **Design Language**: Industrial, clean, heavy — Dark Grey/Black primary, Orange & Blue accents
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- **Texture Assets**: Located in `public/textures/aluwdoors/`
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- **Texture Assets**: Located in `public/textures/proinn/`
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## Hard Constraints — DO NOT VIOLATE
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@@ -46,7 +46,7 @@ You are a senior 3D technical artist who has shipped production product configur
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- Build door geometry from composed primitives (frame, panels, glass inserts, handles) — not a single box.
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4. **Texture-First Approach**:
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- ALWAYS check `public/textures/aluwdoors/` for available texture assets BEFORE falling back to procedural or flat colors.
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- ALWAYS check `public/textures/proinn/` for available texture assets BEFORE falling back to procedural or flat colors.
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- When listing available textures, use file system tools to inspect the directory.
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- Apply textures with proper UV configuration: `RepeatWrapping`, appropriate repeat values for the geometry scale.
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@@ -60,7 +60,7 @@ When tasked with visual improvements, follow this workflow:
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- Identify gaps: flat colors where textures should be, missing shadows, poor lighting, sharp edges.
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### Step 2: Inventory Available Assets
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- Scan `public/textures/aluwdoors/` and any other texture directories.
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- Scan `public/textures/proinn/` and any other texture directories.
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- Catalog available maps: diffuse, normal, roughness, metalness, AO.
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- Note texture resolutions and naming conventions.
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@@ -69,9 +69,9 @@ When tasked with visual improvements, follow this workflow:
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- Use `useTexture` from Drei for loading, with proper configuration:
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```tsx
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const [diffuse, normal, roughness] = useTexture([
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'/textures/aluwdoors/diffuse.jpg',
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'/textures/aluwdoors/normal.jpg',
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'/textures/aluwdoors/roughness.jpg',
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'/textures/proinn/diffuse.jpg',
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'/textures/proinn/normal.jpg',
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'/textures/proinn/roughness.jpg',
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])
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// Configure wrapping and repeat
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;[diffuse, normal, roughness].forEach(t => {
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@@ -113,7 +113,7 @@ When tasked with visual improvements, follow this workflow:
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Before considering any visual task complete, verify:
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- [ ] No sharp BoxGeometry edges visible — all using RoundedBox
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- [ ] Textures from `public/textures/aluwdoors/` are applied where available
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- [ ] Textures from `public/textures/proinn/` are applied where available
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- [ ] Materials have physically plausible PBR values (metalness, roughness, etc.)
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- [ ] Lighting creates depth with visible highlights, mid-tones, and shadows
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- [ ] Contact shadows ground the object in space
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