{
  "case": "归灯 内部美术参考",
  "sourceCodeAvailable": true,
  "sourceCheckpoint": "chk_0agnIgRKB9xf63L",
  "evidence": "真实Engine截图和本次项目代码片段；不提供完整游戏工程。",
  "cards": [
    {
      "topic": "纸木材质与主次",
      "image": "images/official-first-lantern-0.png",
      "problem": "地面、木件和灯具大面积同样暖，缺少视觉分工；粗黑描边会把材质统一成卡通贴片。",
      "actions": [
        "暗木承担结构、米色纸承担受光面、朱红只作少量连接和引导。",
        "冷色环境作为底，暖灯成为主焦点；普通木面降低饱和度。",
        "真实灯具做灯肋、上下帽、纸面及局部光，避免只给方块增加自发光。"
      ],
      "code": "snippets/materials.ts"
    },
    {
      "topic": "空间层次与装饰密度",
      "image": "images/g-c3-entry-0.png",
      "problem": "重复灯笼、护栏和大量同色物件会挤占路径与人物，场景容易像摆满道具。",
      "actions": [
        "保留路径净区；前景少量框景，中景承载人物与目标，远景用简化轮廓。",
        "灯笼尺度、屋顶和剪影产生变化；装饰向重要节点集中。",
        "用冷暖和明暗拉开距离，先检查整体，再加微小细节。"
      ],
      "code": "snippets/props.ts"
    },
    {
      "topic": "人物与场景的关系",
      "image": "images/i3-photo-confirmed-0.png",
      "problem": "人物有动画但脸被遮挡、一直低头，会削弱近景表现；画面只看远景时难发现。",
      "actions": [
        "三个镜头都检查人物尺度、脚底接触和轮廓；脸不能被其他角色或道具遮住。",
        "先调整站位、面朝与构图，再考虑克制的附加姿态。",
        "头部微调需要动画之后应用、可靠恢复，不硬编码某个外部模型骨骼。"
      ]
    },
    {
      "topic": "UI随世界统一",
      "image": "images/official-first-lantern-0.png",
      "problem": "宽大深色面板、字号层级失衡，会割裂精细场景。",
      "actions": [
        "保持任务、角色和交互提示层级；轻边框、小色点和留白组织信息。",
        "纸色正文、克制暖金强调，与木纸场景一致；保证汉字实际字体覆盖。",
        "少量HUD只在需要时出现，截图检查不能靠隐藏全部UI。"
      ],
      "code": "snippets/look.ts"
    }
  ],
  "workflow": [
    "在固定相机先决定空间焦点和角色轮廓。",
    "大色块、光色、材质先稳定，再加结构细节与少量动画。",
    "三个机位同状态回看，列最大问题再修改。"
  ],
  "check": [
    "木、纸、金属有各自明暗与粗糙度。",
    "路径和主目标一眼可读。",
    "人物脸/轮廓清楚、脚底落地。",
    "UI与场景协调且不会遮挡重点。"
  ]
}