Use this when a reference silhouette is the contract. The mesh starts as a filled 2D contour in front-view X/Z, then gets shallow Y depth/crown after validation.
Generated mesh coordinates should map image
to Blender
and image
to Blender
with vertical flip. Use
only for thickness/depth.
In this Blender coordinate convention, the front camera looks along the Y axis and the reference silhouette lives in the X/Z plane. Therefore 2D rotations inside the front view are rotations around the
Y axis, not around Z. Use
rotation_euler = (0, angle, 0)
for 2D component orientation in the front projection. Z rotation spins objects into/out of screen-space incorrectly for X/Z-plane meshes.
When masks come from
, preserve the
names in Blender:
,
, and UV layer names. Mesh generation must record:
For exact mascot/logo work, generate boundary vertices from the contour and add interior vertices only for surface support.
The boundary is a contract: bevels, solidify, subdivision, shrinkwrap, or sculpt passes must not move front-view X/Z boundary vertices unless a new source mask is produced.
When a design sheet is painterly/stylized and separate orthographic views are not CAD-consistent, use a front-skin pass before sculptural interpretation:
This is a generic fallback for logos/mascots where a faithful front read is more important than speculative volume. Mark it as
, not as a fully solved turntable model.