Prompt: 1/
Build the best Formula 1 car you can deliver as an **interactive Three.js experience**. The car is the product. Prioritize the quality of its model, silhouette, materials, lighting, and final browser render over speed, extra interface features, or media exports. Do not make a GIF or video.
**Creative direction:** Present an original, convincing modern Formula 1 car as a premium automotive studio piece. Choose one coherent design era and use real multi-angle references to guide its proportions and construction. Create a distinctive, restrained livery without relying on a real team’s logos. The first view should immediately read as an exceptionally crafted F1 car, with the vehicle large in frame against a quiet environment.
**Modeling:** Build a bespoke, high-detail model rather than assembling a car from obvious boxes, cylinders, and disconnected rods. You may create original geometry in Blender or another available modeling tool and import it into Three.js as glTF/GLB; include the editable source and every asset needed to run the project. Use custom geometry and appropriate topology for the monocoque, tapered nose, cockpit, halo, sculpted sidepods and undercuts, engine cover, floor and diffuser, multi-element front and rear wings, endplates, beam wing, mirrors, brake ducts, hubs, realistic slick tires, and small details that survive normal viewing distance. Keep the proportions coherent from front, rear, side, and three-quarter views. Avoid paper-thin bodywork, faceted curves, visible intersections, floating parts, and decorative detail that hides a weak underlying shape.
**Suspension must be real and visible:** Model separate upper and lower double-wishbone A-arms at all four corners, each with two inboard pivots converging on an outboard joint. Include uprights, hub connections, and appropriate pushrods and steering or toe links. Check the endpoints in 3D and inspect close views: the suspension must both connect correctly and be recognizable to a viewer.
**Materials and render:** Aim for a high-end product render in the browser. Use physically based materials with convincing painted bodywork, clearcoat where appropriate, satin carbon fiber, rubber, machined metal, and distinct roughness at different surfaces. Use a carefully chosen HDR environment and studio lighting to describe the body’s curves, with grounded contact shadows, controlled highlights, correct color handling, and subtle postprocessing only where it improves the car. Choose the best rendering approach the available hardware can support; keep orbiting responsive and provide a higher-quality still or accumulation mode if that materially improves the result. Do not claim a render technique is physically accurate unless the implementation supports that claim.
**Experience:** Start at a strong front three-quarter hero angle with the whole car visible and filling most of the viewport. Provide smooth orbit and zoom, a one-click camera reset, and a small unobtrusive way to discover the controls. Make the scene responsive. Show clear loading progress and a useful error state if assets or WebGL fail. Keep the interface minimal so attention stays on the car.
**Work to completion in this one task:** First establish references and a coherent design, then model, shade, light, and render it. Run the project in a browser. Inspect full-size captures at front, rear, side, and both three-quarter angles, plus suspension close-ups. Critique the result as an automotive artist would: silhouette, proportions, surface continuity, material response, visual hierarchy, attachment points, and framing. Fix weaknesses you find and inspect again. Check browser errors, asset loading, responsive layout, and interactive performance. Do not stop at a technically working first pass or ask me to judge an unfinished version; make reasonable design decisions and deliver the strongest result you can.