diff --git a/docs/unit-sprite-quality-actual-size-v1.png b/docs/unit-sprite-quality-actual-size-v1.png new file mode 100644 index 0000000..88bc890 Binary files /dev/null and b/docs/unit-sprite-quality-actual-size-v1.png differ diff --git a/docs/unit-sprite-quality-contact-sheet-v1.png b/docs/unit-sprite-quality-contact-sheet-v1.png new file mode 100644 index 0000000..d94847b Binary files /dev/null and b/docs/unit-sprite-quality-contact-sheet-v1.png differ diff --git a/docs/unit-sprite-quality-preview-v1.md b/docs/unit-sprite-quality-preview-v1.md new file mode 100644 index 0000000..0e6657d --- /dev/null +++ b/docs/unit-sprite-quality-preview-v1.md @@ -0,0 +1,20 @@ +# Unit Sprite Quality Preview V1 + +This preview is for art-direction review only. It is not wired into the battle runtime and does not replace any active unit sprite atlas. + +Generated preview files: + +- `docs/unit-sprite-quality-contact-sheet-v1.png` +- `docs/unit-sprite-quality-actual-size-v1.png` + +Scope: + +- Infantry officer idle concept: front, right, back, left, 6 frames per direction. +- Mounted officer idle concept: front, right, back, left, 6 frames per direction. +- Shared visual goal: hand-painted 2D tactical RPG sprite art with readable armor, cloth, weapon, horse, and direction silhouettes. + +Notes: + +- The source raster was generated with the built-in image generation tool. +- The generated source produced seven columns; the committed contact sheet keeps the first six frames to match the requested 4-6 idle frame range. +- Local image processing was used only for cropping, scaling, and preview layout. No procedural PIL or canvas drawing was used to create the unit art itself.