← Source and evidence# Reference breakdown and executed art direction
The user-supplied Materialise hospital image is visual reference only. Its logo, page chrome, screenshot and proprietary geometry are not game assets. The retained comparison places the supplied reference beside actual browser capture; no equivalent/superior quality claim is made.
The reference uses near-orthographic projection, roughly 25–35° elevation, a three-quarter view and consistent adult/equipment scale. Its scanner sits behind a lower procedure platform, while a substantial planning platform sits to the right. Three blue structural volumes have different elevations. Bright white negative space, overlap and soft contact shadows keep the silhouettes readable. The scanner is a rounded gantry with a genuine central bore and a long, comparatively narrow table. Its procedure scene layers patient, clinicians, drape, cart and articulated monitors. The planning figures gesture toward a shared model/workstation. People carry much of its realism: facial anatomy, clothing folds, varied posture and convincing task contact.
The original scene follows that hierarchy with a rounded CT-style gantry, supported patient cradle and rails; articulated procedure table, folded cloth, cart, cables and task lamp; planning counter, abstract anatomical phantom and fabrication enclosure. Navigation links make them one environment. A separate lounge module is available for expansion rather than crowding the initial three-zone composition.
Units: metres; Z-up in Blender, glTF Y-up in browser; characters face Blender −Y / glTF +Z. Asset origins are local floor/foot level. Equipment collections/material parts are consolidated per material for runtime draw calls. Interactive modules remain separate objects. Repeated corridor plates are instanced. Character high/LOD GLBs share rigs and clips, with one vertex-colored runtime material. Higher detail loads only when zoomed in.
Materials: powder-coated porcelain roughness .38, satin blue polymer .32, pale polymer .48, brushed aluminium .32 / metallic .72, matte cloth .9–.92, rubber .69, fictional display glass .22. Original 128px cloth and phantom-screen texture sources are retained and embedded. Monitor imagery is synthetic geometry and a procedural phantom, not patient information. Small fabrication frames are open; translucent medical plastics are approximated with opaque pale materials for readability and performance.
Lighting: warm-white background; studio environment reflection; hemispheric fill; warm directional key with variance shadows and local contact gradients. Blender inspection uses Cycles/AgX; browser uses sRGB output and ACES filmic exposure. These transforms are intentionally documented as different; no pixel-identical color pipeline is claimed. VSM is an approximation of a large studio light, not a physical area-light solution.
Remaining visual gaps: people are visibly stylized with coarse facial/cloth detail; interaction poses have approximate prop contact; patient bed transfers use original rigged entry/exit clips, with approximate doorway/interior alignment; close zoom exposes the original procedural modeling; navigation requires more floor than the editorial reference; soft shadows and metal highlights remain less nuanced. These require further art/animation iteration, not additional dashboard UI.
The v0.3 ground uses a bright non-tone-mapped warm-white material to avoid the former grey studio floor. Enclosed circulation holes are filled. Static studio shadows are cached; dynamic feet retain instanced soft contact gradients. Original procedural decoration uses fixed clear sockets. Facial and digital joints add subtle movement but do not close the reference’s anatomy/cloth fidelity gap.
The v0.4 pass adds integrated facial planes, fitted hair, open coat and scrub collars, adult hands, garment thickness and a tiny embedded skin/fabric/hair roughness palette. Visible garment joins and stylized anatomy remain. Occupied care uses a separate original Blender drape with a brief opacity blend after transfer; cloth deformation is static. Runtime platforms have beveled outer edges and stronger soft foot contact. Interior routes follow actual doorway/prop anchors, with heading blending; exact clinician hand contact remains approximate.