{
 "id": "vehicle.car.race/stock-car-g4",
 "version": 1,
 "name": " American oval-track stock car (top-class oval racing): a long two-door sedan-shaped race body with flat sides and no door openings, blank number circles on both doors and the roof, a tall rear spoiler, front splitter, a window net on the driver side, roll cage and one seat inside, steel race wheels with five lug nuts, slick tyres, headlights only as flat shapes (the one on sheet.jpg)",
 "title": "Stock Car",
 "slug": "stock-car-g4",
 "refs": [
  "sheet.jpg"
 ],
 "size": "5.08 m long, 1.98 m wide, 1.30 m high, wheelbase 2.79 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. A simple but believable interior must be visible through the glass: seats, dashboard, steering wheel, door cards, no empty hollow shell. Windows: one material named \"Glass\" (alpha BLEND, tinted, low roughness, real thickness not needed). Lamps: one material named \"Lamps\" with emissive (headlights warm white, tail and brake lights red, indicators amber; emission strength modest, games raise it). 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 = [0.02, 0.10, 0.45] (deep blue). 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 whole body shell is Paint; splitter and spoiler are not. 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": [
  "stock-car",
  "oval",
  "nascar",
  "american"
 ],
 "status": "candidate",
 "twin_of": "vehicle.car.race/stock-car"
}