{
 "id": "vehicle.space.mothership/carrier-mothership",
 "version": 1,
 "name": "huge fleet carrier mothership: a long flat-topped hull with two long hangar bays opening along the sides (glowing inside), a command island tower, defensive turrets, a forest of antennae, a massive engine section (the one on sheet.jpg)",
 "title": "Carrier mothership",
 "slug": "carrier-mothership",
 "refs": [
  "sheet.jpg"
 ],
 "size": "1400 m long, 380 m wide, 220 m high",
 "tris": "100k to 220k",
 "mats": 9,
 "effort": "xhigh",
 "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. BIG SHIP: a 1024 bake cannot hold a hull this size: use tiling hull-plate materials and trim textures (panel strips, window strips, vents) with world-scale UVs. Detail must read at three distances: the silhouette (big masses, towers, engine blocks), the middle (superstructure, turrets, hangar mouths, antenna forests, armour belts) and close up (greebles, pipes, panel seams, rows of lit windows at human scale). Small parts may be instanced/linked duplicates. 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 = [0.55, 0.55, 0.52] (warm grey). A game changes that factor, so nothing else (bare metal, engines, glass, lamps, weapons, cockpit) may use Paint. Add empties Hangar_1..Hangar_n at the launch slots (small craft leave from there along +Z or sideways). In nodes.json add \"paints\": six good paints for this model as linear RGB triples with names, the default first, in the spirit of: naval grey, gunmetal, olive drab, desert sand, arctic white, deep navy, black, crimson; 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 40 minutes, then use what is left of about 80 minutes to improve what the renders show is weakest. Use Cycles with the GPU (OptiX/CUDA) and modest samples for bakes and renders. ",
 "family": "motherships",
 "pen": "astra",
 "tags": [
  "mothership",
  "carrier",
  "fleet",
  "big"
 ],
 "contract": "spacecraft/v1"
}