Rider visual revision 6 — native improvement reviewed
The native visual review identified hard shoulder/arm transitions, an oversized flat grey back protector, broad orange strips and a comparatively plain white helmet at actual chase-camera size. This revision addresses that bounded art scope.
The jacket now has a fuller shoulder yoke and narrow livery piping. Five shallow, separated back pads, shoulder panels and low lumbar folds replace the large continuous back plate. Sleeve ends overlap the existing shoulder/elbow anchors with rounded profiles; sleeve compression folds, forearm cuffs, hip padding, trouser seams and knee folds give the silhouette and surface structure. The graphite helmet adds a defined spoiler, exhaust housings, brow ducts, lower gasket, small hinge fasteners and narrow raked livery marks. Its identity follows the existing dark title artwork.
Rider-only leather, textile and protector roughness/colors were adjusted. Original irregular leather grain replaces the regular fabric weave on leather; fine fabric weave remains on textile. Small reflectors now use the already present alloy material so they remain distinct from the new dark helmet. Motorcycle body, lamps, suspension, rider pose/IK, glove/boot contacts and combat reach are unchanged. The source audit verifies ten unchanged methods and records the source hashes. Original source provenance is retained outside Assets.
Offline managed compilation passed for 90 Runtime and 20 Editor files with zero warnings/errors. The implementing agent did not start Unity or a player; the root task then built and captured the result separately.
Native review — 15 September, 16:59 Vienna
The three actual Alps01 chase images — rear three-quarter view0, right lean view1 and left lean view2 — were inspected by the root task and the implementing agent. The dark helmet, narrow piping and separate back pads read more coherently at normal game size. The exaggerated flat grey/orange blocks from V5 are reduced. No new visible hole or detached joint is apparent in these three views. The small seams/folds remain subtler than the main silhouette; the character still has an authored arcade appearance, particularly in the smooth upper-arm and hip masses. This is an accepted improvement step, not photorealistic/AAA completion or a full combat-animation acceptance.
The invocation records the normal Windows build hash EA2346AF3984669506C6955A049F5E38620C02CDDDCD19C431BED8AFFB3E543A, 1920 × 1080, Direct3D 11 and Intel UHD Graphics, with the mesh-audit flag. The player log contains three identical audits, one after each Alps stage load:
| Native V6 measurement | Result |
|---|---|
| Vertices / triangles | 27,574 / 49,128 |
| Material slots / submeshes | 9 / 9 |
| Bones / bind poses | 15 / 15 |
| Invalid vertices, normals, tangents, indices, weights, bind poses | 0 in each category |
| Zero-length normals / tangents | 30 / 0 |
| CPU skin bake invalid vertices | 0 |
The reproducible source topology comparison, generated by count-topology.ps1, executes the actual archived V5/current V6 Build statements against count-only mesh stubs. Its V6 totals exactly match the native mesh. V5 is 24,444 vertices / 44,308 triangles; V6 adds 3,130 vertices and 4,820 triangles (+10.9% triangles), with the same nine material roles and one skinned renderer. This count is not a GPU-time or frame-rate comparison.
No older native V5 RIDER_AUDIT with normal counts was found in the saved Docs/QA, Logs or Builds evidence. Therefore the V5 normal comparison is explicitly an inference from unchanged source topology: V5 has 32 exact-zero-radius seam candidates, V6 has 30. V6 contains 26 ellipsoid north-pole seam candidates and four zero-radius endpoints on the two visor-hinge lathes. Those underlying generators/forms are unchanged; V6 removed the two elliptical knee inserts that account for the difference. This candidate count agrees with all three native V6 zeroNormals=30 entries, but the native aggregate does not report individual vertex provenance. No new visual defect or V6-only degenerate source form was identified, so no speculative mesh or normal rewrite was made.