Toyota Corolla 2020 by ItsDiyor Source: https://sketchfab.com/3d-models/toyota-corolla-2020-6d7d34ee42734d1ab28a6b1f1c5fc4fc License: Creative Commons Attribution 4.0 International (CC BY 4.0) https://creativecommons.org/licenses/by/4.0/ Official source download provided through authorized user-computer workflow, materialized from Library file libfile_7b7d33799c248191b292a179b0145f7d. No proprietary viewer mesh extraction. Original source file: source/MDL13625_reversed.glb Required credit for published prototype: “Toyota Corolla 2020” by ItsDiyor (Sketchfab), licensed under CC BY 4.0. Modified for this prototype: coordinate normalization, separated wheel groups, fleet-white paint finish, LOD optimization. Link source and license in credits. Preserve credit and identify modifications. This license permits commercial reuse/adaptation but provides no warranty of third-party trademark or design rights. This is an approved prototype Corolla stand-in, not a Citroen eC3 or Tata Tigor EV. Do not label it as either fleet EV. Modifications: - Source body proportions and geometric details retained. - Normalized GLB: meters, Y-up, nose +X, ground Y=0. Left side is -Z. - Split disconnected wheel components from original material-group meshes while preserving UV/material assignments. - Named pivot nodes Wheel_Front_Left, Wheel_Front_Right, Wheel_Rear_Left, Wheel_Rear_Right. Rotate local Z for rolling in glTF/Three.js; local Y in Blender. - Approximate rolling radius 0.32293 m. Forward movement +X requires negative local Z rotation (angle=-distance/radius). - Wheelbase 2.700 m. Front axle X=+1.383, rear axle X=-1.317; left/right pivot Z=-/+0.765. - Retained original alpha-blended window/light atlas materials and normal/metallic/roughness textures; no invented replacement cabin. Source interior detail may be limited. - Only dedicated Paint_Color changed from smooth silver to pearl fleet-white with roughness .23, metallic .12 and clearcoat .3; chrome/lamp/glass/rubber materials retained. - Hero retains approximately 206,000 triangles and original 2K maps. - Parked LOD preserves full paint-panel and transparent-glass topology to avoid shading dents; decimates remaining detail and wheels separately; textures reduced to at most 1024 pixels, preserving alpha. Use only at distance. - Blender .blend uses native Z-up (normal Blender convention); GLB exporter converts to requested Y-up. V2 cabin correction (corolla-v2.glb / corolla-low-v2.glb / corolla-v2.blend): To correct bright environment showing through the source's sparse cabin, added a restrained dark interior lining: floor, molded dashboard, parcel shelf, front cushions/backrests/headrests, rear bench/backrest, console and inner door liners. These are approximate visualization additions, not an accurate manufacturer interior or a fully detailed cabin. Original windshield/window/light alpha atlases are unchanged and remain transparent. No opaque glass replacement. Exterior, wheel pivots and coordinates are identical to v1. Existing v1 files were intentionally not overwritten while other render work was importing them. V2 final windshield refinement: isolated and removed two overlapping opaque windshield-sized source surfaces, retaining the actual windshield geometry. Assigned the windshield its own physical transmissive glass material (transmission1, IOR1.45, roughness.10, subtle blue-green tint); other transparent window/light atlas materials remain unchanged. Export uses KHR_materials_transmission and KHR_materials_ior as supported by glTF/Three.js. No flat opaque-window replacement. HDRI-only render verifies pale studio patch was large area-light reflection; avoid unmotivated giant area-light reflections in final shot. Approximate dark cabin additions remain behind glazing. Zaptric visual branding adaptation (2026-10-01): - Removed only disconnected front/rear Toyota emblem geometry, rear Corolla/trim lettering, and four wheel-center Toyota decal meshes. Scrubbed the corresponding Toyota logo atlas region in base-color, normal and packed material maps. - Added official Zaptric PNG-derived, surface-conforming opaque silhouette meshes on both front doors, hood and trunk. These use ordinary metallic-roughness PBR, with no unlit extension or rectangular transparent decal planes. The hood symbol is aligned to the hood tangent to retain its physical proportions. - Replaced the existing front display-plate artwork with the official Zaptric white logo; the author's CC BY credit remains here and in the site's model credits. - Original body, grille, wheels/pivot nodes, paint UVs, window glass, scale and approximate dark cabin retained. No occupant is embedded in these files; any driver visualization is a separate asset. - Modified atlases are lossless PNG; unchanged source images retain their original encoding. Hero and parked LOD contain the same branding treatment. - Rebuild script and component-removal audit: visual-source/brand-vehicle-models.py and vehicle-branding-report.json. Offline Cycles render checks are not evidence of browser/WebGL execution. This remains a rebadged visual prototype based on the credited Toyota Corolla 2020 model, not a claim that Zaptric manufactures this vehicle or operates this exact car. 2026-10-01 — Charcoal glazing refinement: - Assigned only seven disconnected glazing surfaces (four side panes, windshield, rear screen and roof glass) a dedicated opaque charcoal metallic-roughness PBR material with restrained clearcoat and roughness 0.19. This hides the sparse visualization cabin while retaining physical environment reflections. - Overrides the previous clear-glass treatment for these surfaces only. Shared original headlamp/taillamp/mirror-light atlas materials and images are unchanged. No global atlas darkening. - All existing mesh object names, vertex positions, face counts, object transforms, wheel pivots, body proportions, Zaptric artwork and approximate interior additions retained. No embedded occupant added or removed. - Rebuild: visual-source/tint-vehicle-glazing.py, applied after brand-vehicle-models.py to the approved branded models. Selection audit: visual-source/vehicle-tint-report.json. Offline natural-HDRI renders verify the material change; browser/WebGL validation remains separate.