# Pokémon model upgrade sources

The 8 local GLBs were downloaded from https://github.com/06wj/pokemon . Each downloaded file was checked against the public repository Git tree blob SHA. `models.json` records pinned source URLs, SHA-256 hashes, byte sizes, geometry and texture counts, orientations, and sampled idle-animation bounds.

Character/model ownership: Pokémon / Nintendo / Creatures Inc. / GAME FREAK inc. The source repository expressly describes itself as an unofficial technical demonstration and does not grant Pokémon character rights. Its software is MIT licensed; retain the accompanying `LICENSE` if reusing repository code. These GLB assets are included as fan-project display resources, not presented as original character artwork or official Pokémon products.

The glTF materials preserve 1024×1024 normal/roughness/color maps, with 256/512×256/512 expression textures where present. All eight include idle, walk, run, attack, happy and sleep clips. These are a coherent game-style collection, not photorealistic high-poly sculpts. Triangle counts range 3,706–9,986, while the new surface detail comes primarily from PBR/normal maps and coherent animation.

## Integration

- Serve locally as `/assets/models/{name}.glb`, lazy-loaded. Total download size is about 36 MB for all 8; only the selected model needs loading up front.
- All new files are Y-up and face +Z. Do not apply the old Pikachu X-axis correction.
- Play `idle`, set mixer time to 0, and update world matrices before measuring. The rest/T pose misrepresents Bulbasaur and Mewtwo bounds. `models.json` also provides union bounds sampled across the entire idle clip.
- Keep GLTFLoader's color-space treatment; maps are not all sRGB. `normalMap`, `roughnessMap`, and authored transparency should survive any render styling.
- Charizard/Charmander include emissive fire materials and use `KHR_materials_emissive_strength`, supported by modern GLTFLoader.
- For close-up heroes, native-color maps + restrained directional light will read better than washed-out high environment exposure. The root implementation handles the final visual style and WebGL QA.

## Verification limitations

All assets passed Three.js GLTFLoader parsing, mesh/skin creation, and idle animation sampling in Node. Texture signatures and dimensions were read from their embedded PNG/JPEG bytes. This preparation did not open or control the shared browser, and does not claim visual WebGL rendering validation; that remains with the site owner agent.


## Pixel sprites and official artwork
Pixel sprites and official artwork are the existing assets distributed by https://github.com/PokeAPI/sprites, accessed 2026-10-21. Character rights belong to Nintendo / Creatures Inc. / GAME FREAK inc. Pixel sprites: /sprites/pokemon/{dex}.png; illustrations: /sprites/pokemon/other/official-artwork/{dex}.png.
