# Kermit Hoverboard r46 render-color match

## Scope

This pass changes only the Kermit hoverboard's generated texture inside
`FFRShared.resourceFile`. It does not change item/server data, geometry, UV
placement, normals, scale, wheel bones or animation, player stance, icon, or
the restored native FFR hover-trail anchors.

## Twelve screenshot differences corrected

1. The in-game frog body was neon green; the render is muted olive-lime.
2. The in-game snout and deck had nearly the same value; the render separates them.
3. The eye bulbs were body-green; the render uses pale yellow-green eyes.
4. The pupils were washed out; the render has dark, readable pupil shapes.
5. Eye ink lacked contrast; the render has crisp dark definition around each eye.
6. The mouth line was weak against the face; the render keeps a strong dark edge.
7. Wheel housings were almost pure black; the render uses dark teal housings.
8. Upper pod shells lacked their teal midtone; the render keeps that midtone visible.
9. Energy rings were electric cyan; the render uses pale cyan/near-white rings.
10. Ring black bands visually dominated the wheels; the render's bands are thinner in value contrast.
11. Pod mounts were saturated lime; the render uses a muted yellow-green mount color.
12. Rotor glow/hub colors were lime/cyan extremes; the render uses cream-lime and soft cyan.

## Implementation

The two eye meshes are `Hoverboard_Body_Part.002` and
`Hoverboard_Body_Part.003`. Their rasterized UV coverage overlaps the remaining
body UV coverage by only 0.03 percent, so the exporter records their triangles
and the atlas builder applies a localized eye correction without recoloring the
deck. Dark eye texels are reduced more strongly than pale texels, preserving the
authored pupil/ink pattern while restoring contrast.

The remaining body-green texels receive a mild olive transform. Cyan texture
details and black outlines are excluded. The six Blender pod materials remain
flat swatches for Unity 2.6 compatibility, but their baked colors now reproduce
the render's dark teal, mid teal, pale cyan, muted lime, cream-lime, and ink
palette instead of clipped black/electric cyan.

## Verification

The rebuilt wrapper was extracted again and passed the native verifier:
29,928 vertices and tangent rows, outward winding, five bind poses, four rotor
curve paths, original FFR trail anchors, item 9/84 metadata, icon lookup, and
embedded/server XDT equality. Gameplay remains the final visual acceptance test
because Unity 2.6's runtime toon ramp is not reproduced by Blender or the bundle
parser.
