Modeling Car Game Asset In Blender 2.9 (Timelapse)

Low poly optimized car game asset modeling in Blender. 2020 Audi TT RS. It was a bit challenging car to make because I wanted it to look more high poly while making the mesh pretty low poly. This car modeling took me two times more than I thought it would be. Maybe I failed to finish this on the deadline, but I think the most important thing is what I've accomplished and learned from this project in the end.

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Software used

  • Blender 2.91

Resources / Downloads

Work time

The whole car modeling process took me 10 hours.

Finished result

No items found.

Tris count

The whole car has:

7460 tris

Car model without the wheels has:

3496 tris

Only car wheels + brakes has:

3964 tris


Before I started modeling, I created a box and scaled that using real world car measurements. After that, I found the blueprint image, cropped it into four parts: left, front, back, and top. Imported into Blenders as Background Images separately and scaled that to match my bounding box with real-world car measurements. This always helps me to see if the blueprint size fits the car measurements. Then I added a simple plane, cut it in half, applied a mirror modifier, and started modeling using mostly Extrude, Grab, and Scale tools. All modeling steps are recorded in the video after I set up the blueprints. I also used reference images of the 2020 Audi TT RS from all angels on my second monitor.

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