Running the first complete build, texture bake, GLB export, and Cycles studio render pass on `gex44`; waiting for the job to finish.
root agent idle; waiting up to 30m0s for 1 background task(s)
Re-launched the Blender build and render job on `gex44` after fixing the window frame vertex read order; waiting for completion.
Running the upgraded build and Cycles render pass on `gex44` (with hollow see-through cabin greenhouse, 3D A/B/C pillars, fluted lamp lenses, and adjusted camera framing); waiting for completion.
Running the third refinement pass on `gex44` (with warm-white fluted headlamps, ruby-red tail lights, rounded chrome window frames, flush painted door sills, and recessed wheel wells); waiting for completion.
Running the final build and render pass on `gex44` with matched `UVMap` layer names on all lamp parts so the warm-white fluted headlamps, amber indicators, and ruby-red tail lights map cleanly; waiting for completion.
Waiting for the Blender GPU build and render pass on `gex44` to finish.
Running the final clean verification pass on `gex44` so the overall width in `nodes.json` matches 1.58 m (`[1.58, 1.42, 4.00]`); waiting for completion.
Waiting for `side.png` and `paints.png` to finish rendering on `gex44`.
0. **Blocked on you**: nothing.
1. **What you changed**: Built the 1960s European two-door compact saloon 3D game asset ([classic-saloon-g4.glb](file:///tmp/agy-author/classic-saloon-g4-v1/classic-saloon-g4.glb)) from a single clean Blender 5.2 script ([build_classic-saloon-g4.py](file:///tmp/agy-author/classic-saloon-g4-v1/build_classic-saloon-g4.py)) with Cycles GPU-baked Poly Haven PBR textures, a see-through glass greenhouse, furnished interior, separate wheel and steering-wheel nodes, and recolourable `Paint` material.
2. **How you know it works**: Ran [build_classic-saloon-g4.py](file:///tmp/agy-author/classic-saloon-g4-v1/build_classic-saloon-g4.py) headlessly on `gex44` (exit code 0) and visually inspected [final.png](file:///tmp/agy-author/classic-saloon-g4-v1/final.png), [side.png](file:///tmp/agy-author/classic-saloon-g4-v1/side.png), [clay.png](file:///tmp/agy-author/classic-saloon-g4-v1/clay.png), and [paints.png](file:///tmp/agy-author/classic-saloon-g4-v1/paints.png) against [sheet.jpg](file:///tmp/agy-author/classic-saloon-g4-v1/sheet.jpg); verified [nodes.json](file:///tmp/agy-author/classic-saloon-g4-v1/nodes.json) (`[1.5806, 1.4199, 3.9998]` m, 2.40 m wheelbase, tyres touching `y = 0.0`, 84,472 triangles, 5.52 MB GLB) and 6-line [NOTES.md](file:///tmp/agy-author/classic-saloon-g4-v1/NOTES.md).
3. **What would break if you were wrong**: If a game engine overrides `baseColorFactor` on materials other than `Paint`, non-painted parts could shift colour; only `Paint` uses the neutral grime-baked base texture + `baseColorFactor` (`[0.45, 0.62, 0.52]`) and `KHR_materials_clearcoat`, and re-running [build_classic-saloon-g4.py](file:///tmp/agy-author/classic-saloon-g4-v1/build_classic-saloon-g4.py) regenerates everything cleanly from scratch.
4. **What you did NOT do**: Kept the underside chassis and interior upholstery at clean third-person game detail rather than modelling an opening engine bay or under-hood drivetrain.
