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v1.2.1 — Human-from-primitives hard limit; three escape paths
User feedback on v1.2.0 broadcaster: 'does not even close resemble a human.' Accurate.
Tried adding facial features (cube nose, sphere ears, line mouth, bar brows) to the v1.2.0 broadcaster head. Result: still doesn't look human. Documented as a hard limit with three concrete escape paths.
The hard limit
Real human faces are subtractive — eye sockets recessed into the head, cheekbones pulled out, lip curvature, jaw shape. None of that can be added as floating primitives stuck onto a sphere; it must be carved into a base mesh.
Three escape paths (out of pure-recipe scope but reachable via Blender MCP)
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Import an existing human base mesh — via:
mcp__blender__download_polyhaven_asset(CC0 character assets)mcp__blender__download_sketchfab_model(CC-BY models)mcp__blender__generate_hyper3d_model_via_text(text-to-3D AI generation)
Then chain the orchestrator pipeline: subsurface skin material, character lighting, hero camera, render.
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Sculpt mode — gestural; recipe prepares a base mesh, user sculpts manually
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Commission a Blender character artist per
prompts/04-blender-workflow.md(6-10 hours)
What this contributes methodologically
Three honest scope boundaries are now codified across the plugin:
| Version | Hard limit | Beyond |
|---|---|---|
| v0.8.0 | Aesthetic design quality | Style libraries |
| v1.2.0 | Character production quality | Sculpting / artist commission |
| v1.2.1 | Human face from primitives | AI 3D / mesh import / sculpt / artist |
Each limit comes with a concrete escape path. The skill plugin doesn't fight character work anymore — it redirects honestly to the right tool.
Validation proof
04_broadcaster_with_features_still_not_human.png — even with nose/ears/mouth/brows added, primitives don't carve a human face.