Started the initial Blender build, texture bake, GLB export, and render run on `gex44` for [build_sports-coupe-g4.py](file:///tmp/agy-author/sports-coupe-g4-v1/build_sports-coupe-g4.py). Waiting for the background task to complete so I can inspect the output renders and GLB statistics.
root agent idle; waiting up to 30m0s for 1 background task(s)
Rerunning [build_sports-coupe-g4.py](file:///tmp/agy-author/sports-coupe-g4-v1/build_sports-coupe-g4.py) on `gex44` after fixing the BMesh bevel vertex filter. Waiting for the build and renders to complete.
Launched the second Blender build and render pass on `gex44` with the refined greenhouse chrome surround, smooth fender profile, 20-inch twin-spoke alloy wheels, and full-vehicle 3/4 camera framing. Waiting for completion.
Started the third Blender build and render pass on `gex44` with the monotonic greenhouse roofline, flush chrome window surround, sculpted painted front bumper beam, recessed quad headlamps, and continuous front chin splitter. Waiting for the task to complete.
Waiting for the Blender GPU build and render pass (`task-49`) to complete.
Rerunning [build_sports-coupe-g4.py](file:///tmp/agy-author/sports-coupe-g4-v1/build_sports-coupe-g4.py) on `gex44` (`task-57`) after fixing the front/rear loft cap indices. Waiting for completion.
`final.png`, `clay.png`, and `side.png` have rendered and `paints.png` tiles are finishing now. Waiting for `task-57` to complete.
Launched the fourth Blender build and render pass on `gex44` (`task-73`) with the recessed shark-nose front fascia, unobstructed quad projector headlamps, arched teardrop side window, and proud bonnet vents. Waiting for completion.
`final.png` is rendered and `clay.png`, `side.png`, and `paints.png` are rendering now. Waiting for `task-73` to finish.
Waiting a few more seconds for `task-73` to finish stitching `paints.png`.
Running the final polish pass of `build_sports-coupe-g4.py` on `gex44` and copying the finished GLB and renders back. Waiting for the task to complete.
0. **Blocked on you**: nothing.

1. **What you changed**: Built the low two-door front-engine sports coupe / grand tourer 3D game asset in [sports-coupe-g4.glb](file:///tmp/agy-author/sports-coupe-g4-v1/sports-coupe-g4.glb) from a single clean run of [build_sports-coupe-g4.py](file:///tmp/agy-author/sports-coupe-g4-v1/build_sports-coupe-g4.py) on `gex44` (completed at 18:07 CEST / CET), along with [final.png](file:///tmp/agy-author/sports-coupe-g4-v1/final.png), [side.png](file:///tmp/agy-author/sports-coupe-g4-v1/side.png), [clay.png](file:///tmp/agy-author/sports-coupe-g4-v1/clay.png), [paints.png](file:///tmp/agy-author/sports-coupe-g4-v1/paints.png), [nodes.json](file:///tmp/agy-author/sports-coupe-g4-v1/nodes.json), and [NOTES.md](file:///tmp/agy-author/sports-coupe-g4-v1/NOTES.md).

2. **How you know it works**: Inspected the rendered images ([final.png](file:///tmp/agy-author/sports-coupe-g4-v1/final.png), [side.png](file:///tmp/agy-author/sports-coupe-g4-v1/side.png), [clay.png](file:///tmp/agy-author/sports-coupe-g4-v1/clay.png), and the 6-colour recolour grid [paints.png](file:///tmp/agy-author/sports-coupe-g4-v1/paints.png)) against [sheet.jpg](file:///tmp/agy-author/sports-coupe-g4-v1/sheet.jpg), and verified the exported metadata in [nodes.json](file:///tmp/agy-author/sports-coupe-g4-v1/nodes.json): 85,736 triangles, 6.67 MB GLB, 5 materials (`Paint`, `Trim`, `Wheel`, `Glass`, `Lamps`), 1024 px base colour/normal maps, 512 px ORM maps, and bounding box `1.94 m x 1.27 m x 4.46 m` touching `Y = 0.0`.

3. **What would break if you were wrong**: If a game engine expects a different coordinate axis or node hierarchy, the wheels or steering wheel would spin around the wrong pivot; re-running [build_sports-coupe-g4.py](file:///tmp/agy-author/sports-coupe-g4-v1/build_sports-coupe-g4.py) after adjusting the node positions or deleting the generated files in `/tmp/agy-author/sports-coupe-g4-v1/` undoes it cleanly.

4. **What you did NOT do**: Did not cut physical gaps between the doors, bonnet, and fenders (used bevelled crease lines and baked normal/roughness detail instead to keep the mesh watertight), and did not test the GLB inside a live game engine runtime.
