{
 "id": "vehicle.car.race/formula-racer",
 "version": 1,
 "name": "modern open-wheel single-seater formula race car (top-class formula racing): exposed wheels, multi-element front and rear wings, a safety halo over the open cockpit, sidepods with radiator inlets, an airbox above the driver's head, a flat floor and diffuser, push-rod suspension arms as real thin geometry, a rain light under the rear wing (the one on sheet.jpg)",
 "title": "Formula Racer",
 "slug": "formula-racer",
 "refs": [
  "sheet.jpg"
 ],
 "size": "5.60 m long, 2.00 m wide, 0.95 m high, wheelbase 3.60 m",
 "tris": "60k to 110k",
 "mats": 8,
 "effort": "medium",
 "frame": "Front toward +Z, up = +Y, +X = the vehicle's LEFT side, centred on X = 0; origin (0,0,0) on the ground plane midway between the front and rearmost axles (Forge Garage contract v2). Tyres touch y = 0.",
 "nodes": "GAME WEIGHT overrides the budget above: every texture image at most 1024 px, ORM / occlusion maps at most 512 px, share one baked texture set between parts where you can. Separate named mesh nodes: Body (painted shell and everything fixed to it), Wheel_FL, Wheel_FR, Wheel_RL, Wheel_RR (tyre + rim + brake disc, origin exactly at the wheel centre so a game spins it about X and steers the front ones about Y), SteeringWheel (origin at its hub). Empty nodes (no mesh): Seat_Driver (driver hip point), Door_L, Door_R (where a character gets in), Exhaust, Light_Head_L, Light_Head_R, Light_Tail_L, Light_Tail_R. The cockpit tub, seat, pedals area and steering wheel are modelled (seen from above). This is an OPEN-COCKPIT car: no windows, so no \"Glass\" material except the small visor/screen if any; the cockpit tub, seat, steering wheel and safety halo must be visible from above. Door_L and Door_R empties mark where the driver climbs in. Lamps: one small material named \"Lamps\" for the rain light (red, emissive). RACE CAR RULES: no text, numbers, brands, sponsor logos or flags anywhere (number panels and roundels stay BLANK, plain light colour); a game paints its own. Carbon fibre, rubber, metal and the race interior are their own materials, never Paint. Slick or race tyres with a real tread/sidewall shape, race rims with visible brake discs and calipers. The Exhaust empty sits at the exhaust outlet (a game puts boost flames there). ORIGINAL DESIGN: the sheet may look like a real make or model; keep its proportions and race parts but make the face (headlight shapes, grille, bonnet vents), the side window line and the rear lights your own, and put no lettering on the tyres. PAINT CONTRACT (this is how games get colour variants of one model): the body colour lives in ONE material named exactly \"Paint\". Its base colour TEXTURE holds only light neutral detail (near white, with grey grime, dust and wear baked in) and its baseColorFactor holds the paint colour; default factor = [0.75, 0.05, 0.02] (race red). A game recolours the vehicle by changing that factor, so nothing else (rubber, chrome, glass, lights, interior, decals) may use the Paint material. Give Paint a clearcoat (KHR_materials_clearcoat 1.0, roughness about 0.05) if it is glossy paint. The engine cover, sidepods and nose are Paint; wings, floor, halo and suspension are carbon or metal. In nodes.json add \"paints\": six good-looking real paint colours for this model as linear RGB triples (the default first), and render paints.png: a 3x2 grid of the same 3/4 view in those six paints (EEVEE or low-sample Cycles is fine) to prove the recolour works. 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": "cars",
 "pen": "gemini4",
 "tags": [
  "formula",
  "open-wheel",
  "single-seater",
  "f1",
  "circuit"
 ]
}