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.
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.