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Futuristic four-seat hover limousine, a luxury sci-fi pod built for games and VR: a long low body in midnight blue pearl with champagne gold coachlines and accents, a clear clamshell canopy on a rear hinge, twin thrusters with glowing cores, vernier pods, hover pads with under-glow, head blades, a tail light bar and full aero (front wing, rear wing with DRS flaps, endplates and splitter). It sits 8 cm off the ground on its hover pads and reads as a spaceship, hover car or executive shuttle depending on the scene.
The cabin is fully modelled for seated players in 2 + 2 theatre seating: four sculpted seats in cream leather with tan centre panels and piping, three-point belts, walnut veneer consoles and dash fascia, a driver dash with main, centre, passenger and rear-view screen quads, entertainment screens in the front seat backs, shift lights, pedals, side consoles with switches and a boost button, and a detailed formula-style steering wheel with its own screen and LED strips. The driver sits front-left with a dedicated eye point for the VR camera.
TECHNICAL SPECIFICATION74,779 triangles, 68,249 vertices in the glTF (38,351 in Blender before export splitting)245 mesh objects plus pivot emptiesTriangulated polygon mesh, no n-gonsReal-world scale in metres, Y-up in glTF and FBX, nose faces +ZDimensions 5.84 m long x 2.18 m wide x 1.33 m high; underside 0.08 m above the groundOrigin on the ground at the pod centrePivots: LUX_Canopy (clamshell hinge, open about local X), LUX_Yoke (steering pivot), LUX_Pedal_Throttle and LUX_Pedal_Brake, LUX_Wing_Flap_L and _R (DRS), LUX_EyePoint, LUX_SeatPoint and LUX_HeadPoint for all four seats, LUX_Thruster_Port_L and _R for particle effectsNo armature, no animation, no cameras, no lights
MATERIALS AND TEXTURES26 PBR materials (metallic-roughness), colour and roughness driven by material values, no image texturesEvery mesh primitive carries UVs (planar per part, tiling and overlapping rather than a unique unwrap) so texture maps can be added; the steering wheel carries its own unique UVsClear glass canopy, cream and tan leather, walnut, brushed gold, non-metallic pearl blue paintEmissive parts: thruster cores and glow rings, vernier cores, head blades, tail lights and tail bar, hover glow pads, under-glow strips, canopy accent strips, boost button, dash lights, wheel LEDs. Screens are flat quads ready for a render texture or emission map
FILES INCLUDEDlux_pod.glb - binary glTF (recommended)lux_pod.fbx - FBX in metres, Y-uplux_pod.blend - Blender 5.1 sourcelux_pod_docs.zip - README with the full part, pivot and screen list
ENGINE NOTESImport at scale 1 (metres). In Unity the FBX side names refer to the Blender side, so measure before trusting left and right, and re-parent the children into an identity root before adding control pivots. Rotate LUX_Canopy about local X (about -0.58 rad) to open the canopy; steer the yoke about its local Y. Emission does not survive FBX, so re-create it from the material names in the README. Use a box collider on the hull; the wings and thrusters can be left out of physics. Single LOD. Preview renders are EEVEE at 1920 x 1080.
REVIEWS & COMMENTS
accuracy, and usability.
