GAME-READY VEHICLES
I was the principal artist involved on this interesting project, where we were retopologizing vehicles for a P2E racing game. I helped establish the pipeline of how to best approach getting their topology down to a game-ready level, and optimizing shading groups in Blender that would translate over to Unity (game engine), helped build the prefabs, and did some of the level design/world building. I also became lead, developed docs & trained additional 3D artists hired, and created needed custom materials, and texture atlases for the vehicles and their details.



























The company producing this title had purchased high-res models and were already selling them as NFTs to players involved in initial beta phase, and building an entire in game system based around purchasing assets with their own crypto token. So the cars had to be way lower poly for performance sake, while still maintaining the look of what users had already seen &/or purchased. While this was mostly a retopology job, there were cases where 3D modeling a part was more efficient than the time it would take to redo a messy high poly mesh. One of these days, I will get around to rendering the other dozen or so cars I did for them.
specs & info
3D modeling, shader creation, and manual decimation done in Blender. Custom textures created in Substance Designer & Photoshop.
