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# Photo Shot List — Bass Surface Drum

For the capstone deck and explorer hero image.

## Hero shots

1. **Exploded vertical** — frame, head, clamp ring, hardware stacked with negative space between layers. Heifer Zephyr palette, 3/4 isometric from upper-right. (See `visual-bom-brief.md` for full render brief.)
2. **Player-scale** — drum on floor or stand with a person seated next to it holding the mallet. Conveys *very large* read.

## Construction sequence

3. Frame blank flat on bench, with tab-and-slot edges visible.
4. Bearing flange in progress on the press brake.
5. Stiffening bead in progress on the bead roller, mid-pass.
6. Slip-roll in progress, two-person operation, cylinder taking shape.
7. TIG seam weld in progress, sparks and shield gas visible.
8. Finished frame after paint, leaning against shop wall.
9. Hide blank in soak bucket, hair side or flesh side visible.
10. Head positioned on frame, clamp ring suspended above just before lowering.
11. Tightening sequence — torque wrench on bolt, star-pattern diagram visible (sticky note or chalk on floor).

## Detail crops

12. Bearing flange + head + clamp ring sandwich, cross-section angle.
13. Stiffening bead detail showing depth and how it stiffens the frame.
14. Internal doubler from inside frame (shoot through head-side opening before head is mounted, or through a small inspection mirror after).
15. Lug bracket detail with bolt installed.

## Audio captures (paired with photos)

- **A1** — Center strike (fundamental), high-quality recording, mark waveform and FFT in the deck.
- **A2** — Off-center strike, same.
- **A3** — Rim strike (high overtone content), same.
- **A4** — Mallet roll (sustained low rumble).

Audio files go into `learn-to-play/audio/` once captured.

## Notes for the photographer

- Frame is matte black; needs a key light with some warmth (cedar/gold tone) to read texture.
- Hide is warm tan/brown; lighting it from above shows fiber direction nicely.
- The drum is **800 mm** — establish scale with a known reference object (mallet, hand, person) in every wide shot.
- Avoid front-on perfectly perpendicular shots of the head — they read as flat and lose the 3D nature. Always slight angle.
