{
 "id": "vehicle.military-land.tank/sherman-tank",
 "version": 1,
 "name": "World War II US M4 Sherman style medium tank: rounded cast hull, VVSS bogie suspension, 75 mm gun, sandbags and tools (the one on sheet.jpg)",
 "title": "Sherman-style tank (WWII)",
 "slug": "sherman-tank",
 "refs": [
  "sheet.jpg"
 ],
 "size": "5.84 m long, 2.62 m wide, 2.74 m high",
 "tris": "80k to 160k",
 "mats": 8,
 "effort": "medium",
 "frame": "Gun forward toward +Z, up = +Y, +X = the tank's LEFT side, centred on X = 0; origin (0,0,0) on the ground plane at the centre of the hull footprint. Tracks touch y = 0. Turret straight ahead, gun level.",
 "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: Hull (everything fixed to the hull), Turret (origin ON the turret ring's vertical axis, turns about Y), Gun (child of Turret: mantlet + barrel, origin on the trunnion axis, elevates about X), Track_L, Track_R (the track belts: their texture V coordinate runs ALONG the track so a game scrolls it to animate; links modelled where they shape the silhouette), every road wheel, sprocket and idler as its own node Wheel_L1..Wheel_Ln and Wheel_R1..Wheel_Rn (front to back, origin at its hub, spin about X), Hatch_Commander (origin on its hinge), MG (roof machine gun, child of Turret, origin at its pivot) where the type has one. Empty nodes (no mesh): Muzzle (barrel tip, child of Gun), Seat_Commander (head-out hatch point), Seat_Driver, Exhaust, Light_Head_L, Light_Head_R. Lamps: material \"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 = [0.12, 0.13, 0.07] (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": "tanks"
}