{
  "schemaVersion": 1,
  "sourcePost": "https://x.com/SquareAnon/status/2059266942431547788",
  "mediaId": "2059266635484053504",
  "sourceSha256": "498cba9c63fd358f9ab4c63209bd8c03e15b643fdec66a529daa5f9928b98957",
  "reviewMethod": "Every decoded frame inspected sequentially as a labelled thumbnail; ambiguous transitions opened at original resolution.",
  "steps": [
    {"id":"01","chapter":"model","title":"Cube to glass silhouette","frames":"F0000–F0022","time":"00:00.000–00:01.467","confidence":"observed","action":"Three loop cuts, proportional loop scaling, Subdivision Surface, and Shade Smooth establish the two-bulb silhouette.","reading":"Solve the large read before detail.","excerpt":"media/source/01-reference-blockout.webp"},
    {"id":"02","chapter":"model","title":"Refine bulbs and caps","frames":"F0023–F0074","time":"00:01.533–00:04.933","confidence":"observed","action":"Loop scaling refines neck and shoulders; inset, merge, and Circle form radial-fan caps.","reading":"The glass remains deliberately low-sided."},
    {"id":"03","chapter":"model","title":"Mirror the flanges","frames":"F0074–F0146","time":"00:04.933–00:09.733","confidence":"observed","action":"A top flange is expanded and extruded; Symmetrize creates its lower counterpart.","reading":"Reuse keeps top and bottom structurally related."},
    {"id":"04","chapter":"model","title":"Build one turned post","frames":"F0155–F0222","time":"00:10.333–00:14.800","confidence":"observed","action":"Loop cuts and alternating scales shape one faceted spindle and collar.","reading":"One designed module is enough before repetition."},
    {"id":"05","chapter":"model","title":"Array three posts","frames":"F0224–F0306","time":"00:14.933–00:20.400","confidence":"observed","action":"A circular Array-like interface shows Count 3 around Z; finials are cut, extruded, merged, and symmetrized.","reading":"Radial repetition creates complexity from one authored post.","excerpt":"media/source/02-array-and-seams.webp"},
    {"id":"06","chapter":"model","title":"Derive the sand pile","frames":"F0307–F0413","time":"00:20.467–00:27.533","confidence":"strongly-inferred","action":"Bulb-conforming lower surface topology is isolated, offset inward, opened, inset, and collapsed to a peak.","reading":"The pile conforms because it appears derived from the bulb; the duplicate action is not visible."},
    {"id":"07","chapter":"uv","title":"Unwrap and rectify","frames":"F0414–F0592","time":"00:27.600–00:39.467","confidence":"observed","action":"Angle Based unwrap, seam correction, rectangular post rectification, and manual transform organize the islands.","reading":"UV decisions are part of the look because they control where every painted value lands."},
    {"id":"08","chapter":"uv","title":"Pack the atlas by hand","frames":"F0592–F0888","time":"00:39.467–00:59.200","confidence":"observed","action":"Shell, strip, cap, base, collar, and circular islands are scaled and placed into the image square.","reading":"No look development is visible yet; this is deliberate allocation of scarce pixels.","excerpt":"media/source/03-packed-uv.webp"},
    {"id":"09","chapter":"paint","title":"Create the tiny paint stack","frames":"F0888–F0961","time":"00:59.200–01:04.067","confidence":"observed","action":"A generated 128×128 image, Texture Paint, and Ucupaint 2.4.5 appear; the wood receives a brown base.","reading":"The style begins with a tiny atlas, not a post filter."},
    {"id":"10","chapter":"paint","title":"Paint the blue glass read","frames":"F0962–F1257","time":"01:04.133–01:23.800","confidence":"observed","action":"Blue base, pale center, cobalt edges, and Mix/Screen/Multiply/Overlay strokes are painted in 2D and 3D.","reading":"The bright center and dark rim are authored illumination."},
    {"id":"11","chapter":"paint","title":"Refine glass at 128×128","frames":"F1258–F1480","time":"01:23.867–01:38.667","confidence":"observed","action":"UV checks, direct paint, Smear, and topology cleanup integrate both bulbs; settings prove RGBA 8-bit, sRGB, Straight alpha, Closest, Repeat.","reading":"Closest preserves the chosen chunky pixel structure.","excerpt":"media/source/04-atlas-settings.webp"},
    {"id":"12","chapter":"paint","title":"Break up flat wood","frames":"F1480–F1697","time":"01:38.667–01:53.133","confidence":"observed","action":"Smear softens glass; dark/light strips and broad Overlay/Multiply introduce variation into the wood.","reading":"Flat fill becomes material character through controlled value breakup."},
    {"id":"13","chapter":"paint","title":"Paint wood illumination","frames":"F1709–F1859","time":"01:53.933–02:03.933","confidence":"observed","action":"Screen paints edge light and grain; Multiply deepens it; Color Dodge adds warm highlight.","reading":"The atlas, not a runtime lamp, visibly receives this light."},
    {"id":"14","chapter":"paint","title":"Paint trims and contact shadow","frames":"F1860–F2028","time":"02:04.000–02:15.200","confidence":"strongly-inferred","action":"Bright trim and a near-black lower-disk radial patch are painted, then rimmed with light.","reading":"Placement strongly identifies the dark patch as authored contact/occlusion shadow.","excerpt":"media/source/05-painted-wood.webp"},
    {"id":"15","chapter":"paint","title":"Build collar and post gradients","frames":"F2055–F2265","time":"02:17.000–02:31.000","confidence":"observed","action":"Multiply, Screen, Overlay, and warm tan construct the waist and flattened post islands.","reading":"Small strips receive intentional light hierarchy."},
    {"id":"16","chapter":"paint","title":"Repair seams and sharpen posts","frames":"F2267–F2516","time":"02:31.133–02:47.733","confidence":"strongly-inferred","action":"A UV seam repair precedes long Screen highlights, Multiply side shadows, direct 3D paint, and Smear.","reading":"The same treatment appears on all radial copies."},
    {"id":"17","chapter":"paint","title":"Paint the top ornament","frames":"F2522–F2664","time":"02:48.133–02:57.600","confidence":"observed","action":"Anchored circles and a highly spaced stroke create rings and rivets on a separate Multiply layer.","reading":"The carved-looking detail is paint, not geometry."},
    {"id":"18","chapter":"paint","title":"Reject motifs and clean the winner","frames":"F2668–F2812","time":"02:57.867–03:07.467","confidence":"observed","action":"Spirals, stars, spokes, grids, and filled-center tests appear and are undone; rings survive and are refined.","reading":"Visible rejection is part of the design process."},
    {"id":"19","chapter":"paint","title":"Finish lower rings","frames":"F2822–F2960","time":"03:08.133–03:17.333","confidence":"observed","action":"Screen/Mix clean the top; Mix then Multiply completes the lower platform’s concentric rim.","reading":"The motif language repeats without duplicating the exact image."},
    {"id":"20","chapter":"paint","title":"Soften the painted asset","frames":"F2960–F3086","time":"03:17.333–03:25.733","confidence":"observed","action":"Atlas, 3D, Ucupaint, and references are compared; Blur/Smear reduce harsh transitions.","reading":"The target remains pixelly but not carelessly jagged.","excerpt":"media/source/06-blur-pass.webp"},
    {"id":"21","chapter":"attributes","title":"Vertex-shade the wood","frames":"F3087–F3168","time":"03:25.800–03:31.200","confidence":"observed","action":"A white Attribute layer is exposed and broad dark vertex tones are painted on wood undersides and sides.","reading":"Texture and vertex color carry separate value decisions."},
    {"id":"22","chapter":"attributes","title":"Vertex-shade the glass","frames":"F3169–F3256","time":"03:31.267–03:37.067","confidence":"observed","action":"Smear adjusts the glass texture; black, purple, grey, and white are painted into its Attribute.","reading":"The glass read is already a multi-channel construction."},
    {"id":"23","chapter":"mask","title":"Prepare the glass mask","frames":"F3257–F3329","time":"03:37.133–03:41.933","confidence":"observed","action":"Glass inspection, mode changes, and Ucupaint preparation precede mask creation.","reading":"This interval is setup, not a separate effect."},
    {"id":"24","chapter":"mask","title":"Paint a 128×128 transparency mask","frames":"F3330–F3509","time":"03:42.000–03:53.933","confidence":"observed","action":"A 128×128 Closest white mask is painted black/grey/white and smeared into controlled bands.","reading":"Transparency placement is authored, not physically solved.","excerpt":"media/source/07-mask-creation.webp"},
    {"id":"25","chapter":"mask","title":"Inspect material routing","frames":"F3510–F3537","time":"03:54.000–03:55.800","confidence":"observed","action":"Material Properties summarizes a Ucupaint-driven Mix Shader between Transparent BSDF and Emission with a dithered render method.","reading":"The visible routing is bounded evidence; the complete hidden graph remains unknown.","excerpt":"media/source/08-material-routing.webp"},
    {"id":"26","chapter":"sand","title":"Create the sand image","frames":"F3538–F3657","time":"03:55.867–04:03.800","confidence":"observed","action":"Upper/lower sand meshes are isolated; the layer dialog starts 128×128 Linear, while later image info reads 64×64.","reading":"The resize/replacement action is unknown, so both states stay in the ledger.","excerpt":"media/source/09-sand-layer.webp"},
    {"id":"27","chapter":"sand","title":"Hand-paint the sand","frames":"F3671–F3996","time":"04:04.733–04:26.400","confidence":"observed","action":"Mix then Multiply build tan, pale pink, grey, and ochre variation; diagnostic views check geometry, UVs, and attributes.","reading":"Sand is another tiny authored surface, not a procedural renderer material."},
    {"id":"28","chapter":"utility","title":"Inspect a Pixelate compositor utility","frames":"F4007–F4030","time":"04:27.133–04:28.667","confidence":"observed","action":"The Compositor shows Render Layers/Gamma/Alpha Over, a node named Pixelate, then Viewer/Group Output.","reading":"No execution or final contribution is proven."},
    {"id":"29","chapter":"mask","title":"Tune mask and glass attribute","frames":"F4033–F4193","time":"04:28.867–04:39.533","confidence":"observed","action":"Smear/Paint Hard reshape mask gradients; Vertex Paint revisits the glass Attribute in white/grey Multiply.","reading":"The final glass is still being art-directed across separate channels."},
    {"id":"30","chapter":"sand","title":"Reuse the sand image for the stream","frames":"F4204–F4267","time":"04:40.267–04:44.467","confidence":"observed","action":"The three-post layout is checked; the falling stream is unwrapped, scaled, and placed over the existing sand image.","reading":"UV reuse supplies the stream look; no bespoke stream highlight is painted here."},
    {"id":"31","chapter":"finish","title":"Import the attribute and touch up","frames":"F4268–F4400","time":"04:44.533–04:53.333","confidence":"observed","action":"Ucupaint imports Color Attribute Attribute above the image layer; final mask edits use Multiply/Paint Hard.","reading":"The layer stack explicitly brings vertex data into the painted material workflow.","excerpt":"media/source/10-attribute-import.webp"},
    {"id":"32","chapter":"finish","title":"Parent and present","frames":"F4401–F4431","time":"04:53.400–04:55.400","confidence":"observed","action":"Black-background inspection, whole-assembly parenting, rotation test, upright check, and Chronolapse controls close the recording.","reading":"Presentation is the last stage; it is not evidence of a hidden outline or post stack.","excerpt":"media/source/11-final-inspection.webp"},
    {"id":"33","chapter":"finish","title":"Companion turntable","frames":"C0000–C0118","time":"00:00.000–00:03.930","confidence":"unknown","action":"The finished asset orbits upright, tumbles briefly off axis, then returns.","reading":"The frames do not prove whether object, parent, or camera was animated.","excerpt":"media/source/00-squareanon-final.webp"}
  ]
}
