DesecrationLantern Mire
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Field note 64Character art · Campaign guide

The ghost from the sketch.

The opening guide now uses a full 3D hooded apparition based on the supplied white ghost reference, with an empty face, flowing sleeves and fading trails.

A body for the opening voice The hooded apparition enters the mire. vUnreal 5.8.3 · Mac Apple Silicon
A hooded white ghost with an empty dark face and trailing robe hovers beside the wooden approach in the Lantern Mire.
Staged close view from the exact new Mac package. The camera and hidden HUD aid inspection; the ghost uses the same mesh and material as the normal campaign view.

The guide was wearing the wrong body. A material trial on the Wizard could change its glow, but the intended character was the hooded white ghost from the artwork. The new opening guide follows that silhouette in three dimensions.

From image to body

One approved Meshy image-to-3D generation produced the hood, open sleeves and winding lower robe. It consumed 30 credits. Front, side and back renders checked the generated body before local Blender processing reduced approximately 2.9 million triangles to 90,000; the original model is preserved.

The image’s wisps become a combination of geometry and a dedicated Unreal material. A locally baked shading map keeps the empty hood and cloth folds readable, while a slow shader hover and softer lower trails give the static mesh motion. There is no skeletal rig or cloth simulation in this pass.

Read it in the world

The first transparent material washed out the hood. Actual campaign captures exposed that problem, and the revised surface preserves darker cavities. Front and back views also caught the imported facing direction before the separate playtest was packaged. Epic Unreal MCP inspected the mesh assignment and material settings during this work.

The guide keeps its existing dialogue, visibility changes and tutorial placement. The shared spirit material, altar portal artwork, combat rules and finale character remain as before.

Check the delivered app

The separate Mac app passes 1,300 gameplay assertions and six guide-specific checks, including hiding, revealing, tutorial repositioning and separation from collision and combat units. Its front, side, back, normal-camera and dialogue captures are retained alongside a six-second moving-camera sequence.

This establishes the intended character in the opening campaign. Human judgment of its brightness, scale and motion remains the next art checkpoint. The model uses a local reduction and simple shader movement; it is not a finished cinematic character, and these captures do not establish a performance improvement.

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