Build Eurocopter Tiger style attack helicopter: slim fuselage, tandem cockpit, mast-mounted sight, stub wings with rocket pods and missiles, chin gun turret, fixed wheels (the one on sheet.jpg) as a production, REALISTIC 3D game asset in Blender, for Forge's asset library. Look at the reference images in this directory with your image tool first: sheet.jpg, previous_final.png, previous_side.png. It must look like a real object from a modern third-person game up close: never blocky, never toy-like, never flat colours. The operator reviewed the previous version (previous.glb / previous renders here) and asked for this. Fix it first, keep what was good: "Art direction critique of v1 (previous_final.png, previous_side.png): it is an Apache clone (the sheet was too). Make it unmistakably a Eurocopter TIGER, ignore the sheet where it looks like an Apache: a SLIMMER, smoother, more rounded composite fuselage with few rivets; tandem cockpit with a long sloping two-step canopy; the two engines side by side on top of the fuselage behind the cockpit inside ONE smooth faired cowl (no separate pod nacelles on the sides); a mast-mounted sight ball on top of the 4-blade compact rotor hub; short straight stub wings with two pylons each; a tall swept vertical fin with a 3-blade tail rotor on the RIGHT side; a horizontal tailplane at the base of the fin with small vertical endplate fins at both tips (the Tiger's signature); fixed main wheels on short struts and a tailwheel; chin gun turret. It is smaller and lighter-looking than an Apache: 14.1 m fuselage, 13 m rotor. 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." Blender 5.2 is headless on another machine. Write bpy scripts here and run them with: ssh gex44 /root/blender-spike/blender-5.2.0-linux-x64/blender -b --python-exit-code 1 --python /root/fal-author/tiger-helicopter-v2/