{
 "id": "vehicle.military-land.jeep/humvee-troop",
 "version": 2,
 "name": "US military HMMWV (Humvee) four-door troop and cargo variant: soft canvas top over the rear bed, run-flat tyres, brush guard, blackout lamps (the one on sheet.jpg)",
 "title": "Humvee (troop/cargo)",
 "slug": "humvee-troop",
 "refs": [
  "sheet.jpg",
  "previous_final.png",
  "previous_side.png"
 ],
 "size": "4.57 m long, 2.16 m wide, 1.83 m high, wheelbase 3.30 m",
 "tris": "50k 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 axle and the rearmost axle (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 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: Body (everything fixed to it), Wheel_FL, Wheel_FR, Wheel_RL, Wheel_RR (and Wheel_RL2, Wheel_RR2 for a third axle; tyre + rim + hub, origin exactly at the wheel centre: a game spins them about X and steers the front ones about Y), SteeringWheel (origin at its hub). Empty nodes (no mesh): Seat_Driver, Door_L, Door_R, Exhaust, Light_Head_L, Light_Head_R, Light_Tail_L, Light_Tail_R; Troop_1..Troop_n (seated hip points) where it carries troops. A believable cab interior visible through the glass. Windows: one material \"Glass\" (alpha BLEND). Lamps: one material \"Lamps\" (emissive). 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 = [0.10, 0.12, 0.06] (olive drab). A game changes that factor, so nothing else (rubber, metal, tracks, glass, lamps, weapons, interior) may use Paint. Matte military paint: no clearcoat. In nodes.json add \"paints\": six real paints for this model as linear RGB triples with names, the default first, chosen from: olive drab, NATO green, desert tan, field grey, winter white, dark green-black, sand, forest green; 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": "wheeled",
 "feedback": "Art direction critique of v1 (previous_final.png, previous_side.png): the overall size is right but it does not read as a Humvee: the cab is too tall and the body looks narrow and upright like a jeep. Fix the HMMWV signature: a very wide, low, flat body with the wheels pushed out to the corners under big flat fender flares; a long, wide, almost flat bonnet that slopes down to a short slanted grille with the vertical slots; a SHORT, low cab with a small upright two-pane windscreen and a low flat canvas roof (top of the cab about 1.83 m); thick rocker panels and the high ground clearance visible under the body; the rear bed with low sides and the canvas top over it. Compare your side and front renders with the sheet and match the outline. Keep the contract of the previous version (node names, pivots, Paint material factor, paints in nodes.json, game weight). Start from the previous build script and change what the critique names; deliver the same files."
}