{
 "id": "vehicle.space.fighter/alien-bio-fighter",
 "version": 1,
 "name": " alien bio-organic fighter that was grown, not built: a chitin carapace of overlapping armour plates like a beetle, rib-like struts, membrane wing fins, glowing bioluminescent vents and a glowing plasma sac at the rear, two organic cannon spurs at the front, no straight lines, no rivets, a wet glossy shell (the one on sheet.jpg)",
 "title": "Bio-organic alien fighter",
 "slug": "alien-bio-fighter",
 "refs": [
  "sheet.jpg"
 ],
 "size": "14.0 m long, 12.0 m wide, 4.5 m high",
 "tris": "40k to 90k",
 "mats": 9,
 "effort": "high",
 "frame": "Nose toward +Z, up = +Y, +X = the ship's LEFT side, centred on X = 0; origin (0,0,0) at the ship's centre of mass (about the middle of the hull), the ship level and flying: landing gear, if the design has any, is RETRACTED with its doors closed.",
 "nodes": "GAME WEIGHT overrides the budget above: every texture image at most 1024 px, ORM / occlusion maps at most 512 px; share baked texture sets between parts and use tiling materials + trim textures on big surfaces. Separate named mesh nodes: Hull (everything fixed to the hull). Every MOVING part is its own node with its object origin ON its pivot: Turret_1..Turret_n (each gun turret, origin on its vertical traverse axis, turns about its local Y) each with a child Gun_1..Gun_n (the barrels, origin on the elevation trunnion axis, elevates about X); Canopy (cockpit canopy, origin on its hinge) on craft with a canopy; and the extra moving parts named in the description. Empty nodes (no mesh): Thruster_1..Thruster_n at the centre of every main engine nozzle exit (games put flame and glow there; exhaust points to -Z), Muzzle_1..Muzzle_n at every barrel tip (child of its Gun, or of Hull for fixed guns), Hardpoint_1..n (missile and torpedo launch points), Seat_Pilot (pilot hip point) on craft with a cockpit, Camera_Chase (a good third-person chase camera point behind and above), Light_Nav_L (left tip, red), Light_Nav_R (right tip, green), Light_Beacon. Materials: the glowing inside of every engine nozzle = one material named \"Engines\" (emissive, colour as described, modest strength, games raise it); lit windows, running lights and glowing details = one material \"Lamps\" (emissive); cockpit or bridge glazing = one material \"Glass\" (alpha BLEND, tinted) with a visible cockpit (seat, panels, stick) behind it on small craft. In nodes.json add \"axes\": for every moving node, the unit axis it turns about in its parent's space. PAINT CONTRACT (how games get faction colours of one model): the main hull colour lives in ONE material named exactly \"Paint\". Its base colour TEXTURE holds only light neutral detail (near white, with panel lines, grey grime, engine scorch, micro-meteorite pitting and chipped edges baked in) and its baseColorFactor holds the paint colour; default factor = [0.18, 0.10, 0.22] (deep violet). A game changes that factor, so nothing else (bare metal, engines, glass, lamps, weapons, cockpit) may use Paint. The carapace plates are Paint (glossy); membranes and the glowing parts are not. Engines glow acid green. No Glass needed: the pilot sits under a translucent membrane dome. In nodes.json add \"paints\": six good paints for this model as linear RGB triples with names, the default first, in the spirit of: deep violet, bone white, pearl, abyssal teal, oxblood, obsidian, jade, amber; and render paints.png: a 3x2 grid of the same 3/4 view in those six paints (EEVEE or low-sample Cycles) to prove the recolour works. MOVING PARTS: never apply transforms to a moving node. Check it in Blender before export: rotate each moving node 30 degrees in a test render; nothing may leave its place. No text, numbers, insignia, faction emblems, flags or logos anywhere (games add their own factions). ORIGINAL DESIGN: never model a famous film, TV, anime or game ship (no X-wing, TIE, Star Destroyer, Millennium Falcon, Enterprise, Serenity, Normandy, Viper, Valkyrie, Gundam, Halo, Homeworld, EVE, Elite or Expanse ship): if the sheet looks like one, keep its proportions and parts but make the silhouette details, nose and engines your own. RENDERS: final.png and paints.png on a dark space backdrop (near black with a faint blue gradient, no ground) lit by a strong white key light from the upper front left plus a soft cool fill, so every part reads. Keep this directory clean: put any helper tools you install (node_modules, vendored three.js, browser checks) under /tmp, never here. Pace: deliver a first complete GLB within about 30 minutes, then use what is left of about 60 minutes to improve what the renders show is weakest. Use Cycles with the GPU (OptiX/CUDA) and modest samples for bakes and renders. ",
 "family": "alien",
 "pen": "gemini4",
 "tags": [
  "alien",
  "organic",
  "biomechanical"
 ],
 "contract": "spacecraft/v1"
}