REJECT — DESIGNER CORRECTION REQUIRED

Yaquelin tablet avatar
corrected full rerun

Fresh technical, export, rigging, facial, material, and visual review of /home/jabo/Avatar Yaquelin Final.blend on mcp4-gw2. The review was rerun from the unchanged source after correcting two reviewer errors: upper-arm geometry above the contracted crop line is allowed, and the prior Eevee render did not support the source cornea transmission shader. All visual evidence below is new and was rendered in Blender 5.2.1 Cycles with transmission enabled.

Source integrity
VALID
99,899,494-byte Blender 5.x file
Active geometry
46,049
triangles; required 60,000–80,000
Facial contract
52 / 52
canonical ARKit targets, all active
Diagnostic export
102 MB
5 meshes, 1 skin, 1 forbidden animation

Executive result

The source is readable and the eyes are visually correct, but the asset is not yet ready for GW2 integration. The rerun confirms that the corneas are transparent and both irises render correctly. It also confirms all 52 canonical Apple ARKit targets, real nonzero facial deformation, correct camera orientation, the contracted body crop, and exactly five active meshes. Remaining corrections are objective: 46,049 triangles versus the required 60,000–80,000, sub-budget shortages for hair/inner eyes/corneas, an embedded 117-channel animation, an unstripped rig, invalid or excessive skin weights, insufficient source texture resolutions, missing micro-normal/UV2 content, and reproducible export warnings.
Correction to the prior report: the white eyes were caused by the audit renderer, not the asset. The cornea shader uses physical transmission (weight 1.0, IOR 1.3), and the diagnostic GLB preserves it through KHR_materials_transmission. The earlier white-eye images and rejection are withdrawn.

Source identity

Path       /home/jabo/Avatar Yaquelin Final.blend
Size       99,899,494 bytes
Modified   2026-08-28 17:08:21 UTC
SHA-256    017485441a60a458a32e3febc7be47fc4f41678c38c22133b861a603427f3d61
Container  Zstandard-compressed Blender 5.x file
Opened by  Blender 5.2.1 LTS
Textures   46 file-backed material images; all are packed/available
Blender-version clarification: Ubuntu 24.04's Blender 4.0.2 cannot read this newer whole-file format. Blender 5.2.1 opens it correctly. That initial failure was a reviewer-tool mismatch, not corruption in this replacement upload.

Acceptance matrix

RequirementObserved in replacement uploadResult
Readable sourceOpens and renders normally in Blender 5.2.1 LTS.PASS
Designer delivery formatThe contracted delivery is one clean .blend plus its source maps, and the supplied file is in that required format.PASS
Facing the cameraNeutral bind pose faces forward on the model's -Y axis.PASS
Exactly five active meshesBody, inner eyes, corneas, hair, and teeth/tongue are the five scene-linked mesh objects. Seven unused source objects remain as orphan data.PASS / CLEANUP
60,000–80,000 total triangles46,049 active triangles.FAIL
Skin/head/shoulders ≤25,00016,225 triangles.PASS CEILING
Hair 25,000–35,00023,110 triangles.FAIL
Inner eyes 5,000640 triangles. The eyes render correctly, but the geometry is below the specified target.FAIL BUDGET
Corneas 2,000640 triangles. Transparency and appearance are correct, but the geometry is below the specified target.FAIL BUDGET
Teeth/tongue ≤8,0005,434 triangles.PASS
Lower-sternum/third-rib crop lineThe retained upper arms remain above the required crop line. The contract does not require removing geometry above that line.PASS
Exactly ARKit-52, no alternate profileAll 52 canonical case-sensitive names, no missing names and no extras.PASS
Every ARKit target has real geometryAll 52 have nonzero aggregate deformation across the active morph meshes; the smallest affects 309 vertices.PASS
No embedded animation clipsYaquelin 3|Default exports as one animation with 117 channels and 117 samplers.FAIL
Stripped CC4 skeleton39 joints remain, including both upper-arm and four upper-arm-twist bones.FAIL
Eye bones directly under HeadBoth eye bones are parented under CC_Base_FacialBone, not directly under CC_Base_Head.FAIL
Clean skin weights424 body vertices use more than four influences; maximum is seven. Web export discards as much as 5.7% weight on one vertex.FAIL
No weights assigned to deleted bonesFour removed elbow/forearm groups still carry body weights. Two missing CC_Eye_Displacement_* groups carry weights on 82 eye vertices.FAIL
Consistent armature parenting/bindAll five skinned meshes are root siblings with armature modifiers. Blender warns five times that the armature must be the parent of the skinned mesh.FAIL
4096 skin texturesHead and body albedo/normal maps are 2048; 4096 ORM maps do not satisfy the albedo/normal requirement.FAIL
2048 hair, eye, and teeth texturesHair albedo/opacity are 2048, but eye albedo is 1024 and normal is 512; teeth/tongue albedo and normals are 1024.FAIL
ORM includes exported AOORM images exist, but the diagnostic GLB exports metallic/roughness with no occlusionTexture on any material.FAIL
Skin SSS and micro-normalSSS is a separate 1024 image rather than packed as specified; no micro-normal or second UV layer exists. Every active mesh has only Channel0.FAIL
Clean cornea transparencyFresh Cycles renders show both irises correctly. Blender source uses transmission 1.0 at IOR 1.3; the diagnostic GLB preserves those values through KHR_materials_transmission and KHR_materials_ior.PASS
Runtime tangents/binormalsThe unoptimized diagnostic GLB contains no TANGENT attributes. Engineering generates and qualifies the runtime GLB from the accepted .blend; this is not a designer-delivery failure.ENGINEERING

Fresh visual evidence

All six images below were rendered afresh from the unchanged source in the corrected 2026-08-28T21:05:44Z rerun using Blender 5.2.1 Cycles with transmission enabled. None are copied from the previous report or an E2E run.

Diagnostic web-export evidence

Structure

5 meshes

45 named nodes, 1 skin with 39 joints, 16 materials, 38 embedded images, and 16 material primitives.

Animation

117 channels

The embedded Default action survives a normal Blender GLB export. It must be removed at the source.

Exporter warnings

3 classes

Incorrect armature parenting, more than four influences, and ambiguous multiple image nodes per texture sampler.

Eye export

PASS

KHR_materials_transmission factor 1.0 and IOR 1.3 survive the fresh diagnostic export. The prior white result was an Eevee review-configuration error.

Required designer corrections

  1. Keep the verified 52 canonical ARKit targets and their existing names. Do not add CC4-extended targets, aliases, compatibility morphs, or animation clips.
  2. Preserve the contracted body crop: delete geometry only below the third-rib/lower-sternum line and retain the upper chest, clavicles, shoulders, neck, head, eyes, hair, and mouth components. Do not remove upper-arm geometry solely because it remains above that line.
  3. Bring the five-mesh asset into the specified 60,000–80,000 range, including hair at 25,000–35,000, inner eyes at the specified 5,000 target, and corneas at the specified 2,000 target.
  4. Increase the inner-eye and cornea topology to their specified triangle targets while preserving the currently correct eye appearance and the exact ARKit target names. Remove CC_Eye_Displacement_L/R weights and normalize those vertices to the retained eye bones.
  5. Preserve the current cornea transmission shader and visible iris appearance. Do not change the eyes in response to the withdrawn white-eye finding; engineering will qualify the derived runtime GLB.
  6. Strip upper-arm/twist bones and all unused lower-body, hand, finger, and toe vertex groups. Reweight any allowed above-crop arm geometry to the retained clavicle/shoulder structure, reparent the eye bones as specified, and limit every vertex to four effective normalized influences.
  7. Parent all five skinned meshes consistently to the retained armature and verify one shared bind pose. Remove the Yaquelin 3|Default action completely before export.
  8. Supply 4096 skin albedo/normal/ORM/SSS inputs and 2048 hair, eye, and teeth/tongue inputs. Add the required skin micro-normal on UV2; wire AO, roughness, and metallic so all ORM channels survive glTF conversion; and clean up hair alpha edges.
  9. Verify the .blend in a clean Blender 5.2 session: exactly five active meshes, the stripped skeleton, exactly 52 morph names, zero clips, the currently correct eye appearance, all source texture maps, and no skinning/export warnings. Engineering owns runtime tangent generation and final web packaging.
  10. Deliver the final clean .blend plus its associated source texture maps. This is the fixed designer-delivery format. Engineering will then generate the runtime GLB and perform meshopt geometry compression, KTX2/Basis texture compression, embedding, lighting, and GW2 qualification.
Work to retain: the asset is correctly camera-facing, follows the contracted body crop, has exactly five active category meshes, includes usable packed source images, stays under the body and teeth ceilings, renders the eyes correctly, and implements the exact native ARKit-52 inventory with visibly working facial deformations.

Machine-readable evidence and authority