Render · CAD

Car Topology Modelling

We supported an early-stage game startup by creating two vehicle assets for use inside a video game. The client never took the project forward, so we were left with the two car models we had already built. The brief called for the Rimac Nevera and the Bugatti Veyron in a low-poly game-ready style. We modelled both from the reference material the client provided, catching each car's distinctive silhouette while keeping the designs original rather than a 1:1 copy.

Bugatti Veyron

We first started with importing the reference material into blender with the three viewing angles, then traced the top down, side, front and back contours. From these references we then started to model the front of the car using simple geometry. Catching distinct features of the Bugatti was key, but still staying unique in the design. This would allow users to recognize the iconic shape but still not be a 1:1 copy of the original vehicle.

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Rimac Nevera

For the next model we followed the same workflow with the reference material for the Nevera.

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Services used

  • Reference setup from three viewing angles
  • Low-poly, game-ready modelling in Blender
  • Silhouette-accurate surfacing
  • Original design (not 1:1 replication)
  • Clean, real-time-ready topology

Deliverables

  • Two game-ready low-poly car models: a Rimac Nevera and a Bugatti Veyron
  • Meshes built for real-time use in a game engine
Notable technical detail. Each car was modelled to catch its parent's silhouette from every angle while staying an original mesh, close enough to read instantly but never a 1:1 copy.