<!-- RUBY-BACKUP · part 430 -->
0, roughness: 0.5, metalness: 0.3});
  var skinMat = new THREE.MeshStandardMaterial({color: 0xd4a574, roughness: 0.45});
  /* === HEAD — articulate, beautiful === */
  var head = new THREE.Mesh(new THREE.SphereGeometry(0.14, 24, 18), skinMat);
  head.position.y = 1.62; g.add(head);
  /* intaglio lines on helm band — dense */
  var helmBand = new THREE.Mesh(new THREE.TorusGeometry(0.145, 0.025, 8, 32), chrome);
  helmBand.position.y = 1.70; helmBand.rotation.x = Math.PI/2; g.add(helmBand);
  for(var hb=0; hb<5; hb++){
    var hline = intaglioRing(0.145 + hb*0.008, 0.004, 0xd4af37, 0.7);
    hline.position.y = 1.70;
    hline.rotation.x = Math.PI/2;
    g.add(hline);
  }
  /* wings — layered feathers */
  [-1,1].forEach(function(s){
    for(var f=0; f<4; f++){
      var feather = new THREE.Mesh(new THREE.ConeGeometry(0.03, 0.22 - f*0.03, 6), chrome);
      feather.position.set(s*(0.15 + f*0.02), 1.78 + f*0.04, -0.06 - f*0.015);
      feather.rotation.z = s*(-0.5 - f*0.12);
      feather.rotation.x = -0.2;
      g.add(feather);
    }
  });
  /* holographic visor — layered */
  var visor = new THREE.Mesh(new THREE.PlaneGeometry(0.22, 0.07),
    new THREE.MeshBasicMaterial({color: 0x00ccff, transparent: true, opacity: 0.45}));
  visor.position.set(0, 1.62, 0.135); g.add(visor);
  var visorFrame = new THREE.Mesh(new THREE.BoxGeometry(0.24, 0.09, 0.01), gold);
  visorFrame.position.set(0, 1.62, 0.125); g.add(visorFrame);
  /* visor scanlines */
  for(var vs=0; vs<3; vs++){
    var scan = new THREE.Mesh(new THREE.PlaneGeometry(0.2, 0.005), glowBlue);
    scan.position.set(0, 1.60 + vs*0.02, 0.14);
    g.add(scan);
  }
  /* === NECK — articulated rings === */
  for(var nk=0; nk<3; nk++){
    var neckRing = new THREE.Mesh(new THREE.TorusGeometry(0.08, 0.015, 8, 20), gold);
    neckRing.position.y = 1.50 - nk*0.035;
    neckRing.rotation.x = Math.PI/2;
    g.add(neckRing);
  }
  /* === TORSO — intaglio breastplate === */
  var torso = new THREE.Mesh(new THREE.CylinderGeometry(0.17, 0.21, 0.65, 16), crimson);
  torso.position.y = 1.14; g.add(torso);
  /* intaglio guilloche — concentric engraved rings on chest */
  for(var gr=0; gr<6; gr++){
    var guilloche = intaglioRing(0.05 + gr*0.025, 0.003, 0xd4af37, 0.6);
    guilloche.position.set(0, 1.25, 0.19);
    g.add(guilloche);
  }
  /* gold chest plate — layered */
  var chestL = new THREE.Mesh(new THREE.SphereGeometry(0.13, 16, 12), gold);
  chestL.position.set(-0.09, 1.28, 0.12); chestL.scale.set(1, 0.85, 0.55); g.add(chestL);
  var chestR = new THREE.Mesh(new THREE.SphereGeometry(0.13, 16, 12), gold);
  chestR.position.set(0.09, 1.28, 0.12); chestR.scale.set(1, 0.85, 0.55); g.add(chestR);
  /* center diamond */
  var diamond = new THREE.Mesh(new THREE.OctahedronGeometry(0.045),
    new THREE.MeshStandardMaterial({color: 0x88ddff, emissive: 0x00ccff, emissiveIntensity: 2}));
  diamond.position.set(0, 1.22, 0.20); g.add(diamond);
  /* glowing circuit lines — dense */
  for(var cl=0; cl<5; cl++){
    var circuit = new THREE.Mesh(new THREE.BoxGeometry(0.015, 0.35, 0.008), glowBlue);
    circuit.position.set(-0.12 + cl*0.06, 1.05, 0.195);
    circuit.rotation.z = (cl-2)*0.1;
    g.add(circuit);
    /* circuit nodes */
    var node = new THREE.Mesh(new THREE.SphereGeometry(0.012, 8, 8), glowBlue);
    node.position.set(-0.12 + cl*0.06, 1.22, 0.20);
    g.add(node);
  }
  /* waist — intaglio belt */
  var belt = new THREE.Mesh(new THREE.TorusGeometry(0.20, 0.03, 8, 24), gold);
  belt.position.y = 0.82; belt.rotation.x = Math.PI/2; g.add(belt);
  for(var bl=0; bl<4; bl++){
    var beltLine = intaglioRing(0.20 + bl*0.01, 0.003, 0xaa8822, 0.5);
    beltLine.position.y = 0.82; beltLine.rotation.x = Math.PI/2;
    g.add(beltLine);
  }
  var buckle = new THREE.Mesh(new THREE.BoxGeometry(0.08, 0.06, 0.02), gold);
  buckle.position.set(0, 0.82, 0.20); g.add(buckle);
  /* === SHOULDERS — layered pauldrons === */
  [-1,1].forEach(function(s){
    for(var pl=0; pl<3; pl++){
      var pauldron = new THREE.Mesh(new THREE.SphereGeometry(0.13 - pl*0.02, 16, 12), chrome);
      pauldron.position.set(s*(0.26 + pl*0.015), 1.44 - pl*0.05, 0);
      pauldron.scale.set(1, 0.65, 1);
      g.add(pauldron);
      /* intaglio edge */
      var edge = intaglioRing(0.12 - pl*0.02, 0.003, 0xd4af37, 0.5);
      edge.position.set(s*(0.26 + pl*0.015), 1.44 - pl*0.05, 0);
      edge.rotation.y = Math.PI/2;
      g.add(edge);
    }
  });
  /* === ARMS — articulated === */
  [-1,1].forEach(function(s){
    /* upper arm */
    var upper = new THREE.Mesh(new THREE.CylinderGeometry(0.05, 0.045, 0.28, 10), chrome);
    upper.position.set(s*0.30, 1.18, 0); g.add(upper);
    /* elbow joint */
    var elbow = new THREE.Mesh(new THREE.SphereGeometry(0.045, 10, 10), gold);
    elbow.position.set(s*0.30, 1.02, 0); g.add(elbow);
    /* forearm */
    var fore = new THREE.Mesh(new THREE.CylinderGeometry(0.045, 0.04, 0.26, 10), chrome);
    fore.position.set(s*0.30, 0.87, 0); g.add(fore