{
 "id": "vehicle.military-air.fighter/f18-hornet",
 "version": 1,
 "name": " F/A-18C Hornet style twin-engine carrier fighter: long leading-edge root extensions, twin canted fins, twin engines, folding-wing joints, sturdy carrier landing gear with launch bar, tail hook (the one on sheet.jpg)",
 "title": "F/A-18 Hornet-style fighter",
 "slug": "f18-hornet",
 "refs": [
  "sheet.jpg"
 ],
 "size": "17.07 m long, 12.31 m wingspan, 4.66 m high",
 "tris": "60k to 160k",
 "mats": 8,
 "effort": "medium",
 "frame": "Nose toward +Z, up = +Y, +X = the aircraft's LEFT side, centred on X = 0; origin (0,0,0) on the ground plane below the main landing gear axles (gear down, tyres on y = 0).",
 "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 (a 1024 bake cannot hold a 40 m fuselage). Separate named mesh nodes: Fuselage (everything fixed), Canopy (origin on its hinge) where it has one, Gear_Nose, Gear_L, Gear_R (each leg with wheel and doors, gear DOWN; extra legs Gear_*), control surfaces with their origin ON the hinge line: Aileron_L/Aileron_R (or Elevon_L/Elevon_R on a delta), Elevator_L/Elevator_R (or Stabilator_L/R), Rudder (Rudder_L/Rudder_R for twin fins), Canard_L/Canard_R and Flap_L/Flap_R where the type has them. Empty nodes: Seat_Pilot (and more crew seats), Nozzle (or Nozzle_L/Nozzle_R, Engine_1..n for airliner-type engines: the exhaust centre where a game adds flame or heat), Center_Of_Mass, Hardpoint_* (each pylon / wingtip rail, empty: games hang their own weapons), Light_Nav_L (left wingtip), Light_Nav_R, Light_Beacon. Cockpit glazing: material \"Glass\" (alpha BLEND) with a visible cockpit behind it. Lamps: \"Lamps\". PAINT CONTRACT (how games get variants of one model): the main paint lives in ONE material named exactly \"Paint\". Its base colour TEXTURE holds only light neutral detail (near white, with grey grime, mud, dust, soot, rain streaks, panel lines, chipped edges baked in) and its baseColorFactor holds the paint colour; default factor = [0.38, 0.40, 0.43] (navy grey). A game changes that factor, so nothing else (rubber, metal, tracks, glass, lamps, weapons, interior) may use Paint. Matte military paint: no clearcoat. Also mesh node Hook (tail hook, origin on its hinge, up). In nodes.json add \"paints\": six real paints for this model as linear RGB triples with names, the default first, chosen from: air-superiority light grey, dark grey, navy blue-grey, desert sand, olive, black, two-tone grey; 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. No national insignia, roundels, flags, unit badges, serial numbers or any text: games give these to their own factions. No manufacturer logos. 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 25 minutes, then use what is left of about 45 minutes to improve what the renders show is weakest. Use Cycles with the GPU (OptiX/CUDA) and modest samples for bakes and renders. ",
 "family": "jets"
}