root agent idle; waiting up to 30m0s for 1 background task(s)
Checking Blender 5.2 shader socket names on `gex44` before writing the build script.
Running `build_family-suv-g4.py` on `gex44` to bake materials, export `family-suv-g4.glb`, and render the verification views.
Running the second iteration of `build_family-suv-g4.py` on `gex44` with contour-fitted fascias, corrected roof rail elevation, and calibrated linear RGB materials.
Running Iteration 3 of `build_family-suv-g4.py` on `gex44` with closed full-height front/rear bumper caps, flush contour-fitted grille, headlights, intakes, and taillights, and exposed brake rotors.
Running Iteration 4 of `build_family-suv-g4.py` on `gex44` with the watertight front and rear bumper cap stitching fix.
Started the Iteration 5 build, Cycles texture bake, GLB export, and renders on `gex44`; waiting for completion.
Launched the final clean Blender build and render pass on `gex44`; waiting for it to finish.
Built and verified the modern five-door mid-size SUV crossover 3D game asset in [/tmp/agy-author/family-suv-g4-v1](file:///tmp/agy-author/family-suv-g4-v1) (completed at 18:23 CET).

### Deliverables
- [family-suv-g4.glb](file:///tmp/agy-author/family-suv-g4-v1/family-suv-g4.glb): 5.42 MB binary glTF, 93,868 triangles, 7 materials (`Paint`, `Rubber`, `Chrome`, `Plastic`, `Interior`, `Glass`, `Lamps`), exact dimensions 4.70 m long x 1.88 m wide x 1.68 m high, 2.75 m wheelbase, tyres touching `y = 0`.
- [build_family-suv-g4.py](file:///tmp/agy-author/family-suv-g4-v1/build_family-suv-g4.py): single self-contained Blender 5.2 script that builds the geometry from an empty scene, loads/downloads the CC0 Poly Haven maps, bakes Cycles PBR textures (`Paint` at 1024 px base/normal and 512 px ORM; `Rubber`, `Chrome`, `Plastic`, `Interior` at 512 px), exports the GLB with `KHR_materials_clearcoat` and `BLEND` glass, and renders all views.
- [final.png](file:///tmp/agy-author/family-suv-g4-v1/final.png), [side.png](file:///tmp/agy-author/family-suv-g4-v1/side.png), [clay.png](file:///tmp/agy-author/family-suv-g4-v1/clay.png), [paints.png](file:///tmp/agy-author/family-suv-g4-v1/paints.png): 1920x1080 Cycles renders (3/4 daylight, orthographic side, clay override, and 3x2 grid of 6 paint colors).
- [nodes.json](file:///tmp/agy-author/family-suv-g4-v1/nodes.json) and [NOTES.md](file:///tmp/agy-author/family-suv-g4-v1/NOTES.md): full Forge Garage v2 node positions, bounding box, 6 linear RGB paint presets, and 6-line summary with Poly Haven CC0 IDs (`metal_plate`, `metal_plate_02`, `rusty_metal_03`, `rubberized_track`, `fabric_leather_02`).

0. **Blocked on you**: nothing.
1. **What you changed**: built the complete 3D mid-size five-door SUV crossover game asset (`family-suv-g4.glb`), its single-run Blender generator script (`build_family-suv-g4.py`), node metadata (`nodes.json`), licence notes (`NOTES.md`), and four verification renders (`final.png`, `side.png`, `clay.png`, `paints.png`).
2. **How you know it works**: ran `build_family-suv-g4.py` from a clean Blender 5.2 batch session on `gex44`, verified the exported GLB binary headers and bounding box (`1.88 m x 1.68 m x 4.70 m`, 93,868 triangles, 5.42 MB), and visually inspected `final.png`, `side.png`, `clay.png`, and `paints.png` against `sheet.jpg` across five iterations until the closed bumper caps, roof rails, wheel-arch cladding, brake discs, tinted glass, interior cabin, and six-color paint recoloring all rendered cleanly.
3. **What would break if you were wrong**: if the `Paint` material base texture were not neutral or if non-body parts shared `Paint`, changing `baseColorFactor` in a game engine would tint the wrong parts or shift the color; `paints.png` proves only the painted body shell recolors across all six presets, and re-running `build_family-suv-g4.py` regenerates all files from scratch.
4. **What you did NOT do**: did not test the GLB inside a live browser or game runtime engine, and kept interior dashboard controls and underbody exhaust routing simplified to stay within the 100k triangle budget.
