RR Vehicles

These vehicles were created for a P2E/NFT racing game, where I was tasked with taking high resolution models and optimizing them for real time rendering in Unity. Primarily retopology to lower the vert/poly counts, but did include modeling of some parts, when doing so would be quicker than tearing down complex or messy original meshes.

I created many materials in Substance Designer, made texture atlases, grouped meshes by shaders to minimize draw calls, and built prefabs in Unity, so they were race-ready.

3D artist for racing game
3D artist for racing game
3d artist for racing game
3d artist for racing game
3d artist for racing game
3d artist for racing game
3d artist for racing game
3d artist for racing game
3d artist for racing game
3d artist for racing game
3d artist for racing game
3d artist for racing game
3d artist for racing game
3d artist for racing game
3d artist for racing game
3d artist for racing game
3d artist for racing game
3d artist for racing game
3d artist for racing game
3d artist for racing game
3d artist for racing game
3d artist for racing game
3d artist for racing game
3d artist for racing game
vehicles optimized for real time interactive
3d artist for racing game
3d artist for racing game
3d artist for racing game
3d artist for racing game

This is only about half of the cars I produced for the project, and as the principal artist, I also helped the lead developer establish the overall pipeline, determined the most ideal work flows, created training docs, and oversaw several 3D artists hired on later.