{
 "id": "vehicle.space.fighter/pirate-scrap-fighter",
 "version": 1,
 "name": "space-pirate scrap fighter (junk-built): a salvaged engine block with a cockpit pod welded on, mismatched armour plates in different metals bolted on, an oversized cannon on one side, exposed cables and pipes, patched plates, one big engine and two small ones, spikes and a ram on the nose (the one on sheet.jpg)",
 "title": "Pirate scrap fighter",
 "slug": "pirate-scrap-fighter",
 "refs": [
  "sheet.jpg"
 ],
 "size": "12.0 m long, 9.0 m wide, 4.5 m high",
 "tris": "40k to 90k",
 "mats": 9,
 "effort": "high",
 "frame": "Nose toward +Z, up = +Y, +X = the ship's LEFT side, centred on X = 0; origin (0,0,0) at the ship's centre of mass (about the middle of the hull), the ship level and flying: landing gear, if the design has any, is RETRACTED with its doors closed.",
 "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. Separate named mesh nodes: Hull (everything fixed to the hull). Every MOVING part is its own node with its object origin ON its pivot: Turret_1..Turret_n (each gun turret, origin on its vertical traverse axis, turns about its local Y) each with a child Gun_1..Gun_n (the barrels, origin on the elevation trunnion axis, elevates about X); Canopy (cockpit canopy, origin on its hinge) on craft with a canopy; and the extra moving parts named in the description. Empty nodes (no mesh): Thruster_1..Thruster_n at the centre of every main engine nozzle exit (games put flame and glow there; exhaust points to -Z), Muzzle_1..Muzzle_n at every barrel tip (child of its Gun, or of Hull for fixed guns), Hardpoint_1..n (missile and torpedo launch points), Seat_Pilot (pilot hip point) on craft with a cockpit, Camera_Chase (a good third-person chase camera point behind and above), Light_Nav_L (left tip, red), Light_Nav_R (right tip, green), Light_Beacon. Materials: the glowing inside of every engine nozzle = one material named \"Engines\" (emissive, colour as described, modest strength, games raise it); lit windows, running lights and glowing details = one material \"Lamps\" (emissive); cockpit or bridge glazing = one material \"Glass\" (alpha BLEND, tinted) with a visible cockpit (seat, panels, stick) behind it on small craft. In nodes.json add \"axes\": for every moving node, the unit axis it turns about in its parent's space. PAINT CONTRACT (how games get faction colours of one model): the main hull colour lives in ONE material named exactly \"Paint\". Its base colour TEXTURE holds only light neutral detail (near white, with panel lines, grey grime, engine scorch, micro-meteorite pitting and chipped edges baked in) and its baseColorFactor holds the paint colour; default factor = [0.45, 0.12, 0.06] (rust red). A game changes that factor, so nothing else (bare metal, engines, glass, lamps, weapons, cockpit) may use Paint. Only the largest painted plates are Paint; bare and rusty plates are not. In nodes.json add \"paints\": six good paints for this model as linear RGB triples with names, the default first, in the spirit of: rust red, faded green, dirty yellow, black, patchwork grey, toxic green, purple, sand; 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. MOVING PARTS: never apply transforms to a moving node. Check it in Blender before export: rotate each moving node 30 degrees in a test render; nothing may leave its place. No text, numbers, insignia, faction emblems, flags or logos anywhere (games add their own factions). ORIGINAL DESIGN: never model a famous film, TV, anime or game ship (no X-wing, TIE, Star Destroyer, Millennium Falcon, Enterprise, Serenity, Normandy, Viper, Valkyrie, Gundam, Halo, Homeworld, EVE, Elite or Expanse ship): if the sheet looks like one, keep its proportions and parts but make the silhouette details, nose and engines your own. RENDERS: final.png and paints.png on a dark space backdrop (near black with a faint blue gradient, no ground) lit by a strong white key light from the upper front left plus a soft cool fill, so every part reads. 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 30 minutes, then use what is left of about 60 minutes to improve what the renders show is weakest. Use Cycles with the GPU (OptiX/CUDA) and modest samples for bakes and renders. ",
 "family": "fighters",
 "pen": "gemini4",
 "tags": [
  "pirate",
  "junk",
  "scrap",
  "space-opera"
 ],
 "contract": "spacecraft/v1"
}