These vehicles were created for a P2E/NFT racing game, where I was tasked with taking existing high resolution models and making them ready for real time rendering in Unity.
This included retopology to lower vert/poly counts, but also modeling of some parts (when that would be quicker than tearing down complex or messy original parts). Also created about a dozen materials in Substance Designer, optimized shaders, made texture atlases, grouped meshes by materials to minimize draw calls, and built prefabs in Unity, so they were race-ready.