TOYOTA Crown - Taxi cab
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TOYOTA Crown taxi cab made in Blender, textured in Susbtance Painter and rendered inside of Unreal Engine as game ready asset.
TOYOTA Crown - Taxi cab
![](https://d3stdg5so273ei.cloudfront.net/Yosh3D/2024-05-26/113885/1400xAUTO/render_car-taxi_0003-Yosh3D.png)
This project was made as part of my bachelor degree project, "Nyu Kobi" a dystopian game set in the year 2065 in Nyu-Kobi Japan. The game is set in the same world as the famous RPG and video Game "Cyberpunk 2077".
![](https://d3stdg5so273ei.cloudfront.net/Yosh3D/2024-05-26/665830/1400xAUTO/render_car-taxi_0002-Yosh3D.png)
The car is made to be used inside Unreal Engine 5.4 as a game asset. The workflow was very simple and straight forward. I first gathered information about the type of cars used as taxi's in Japan and the TOYOTA Crown was the one that popped up and that I liked the most. I then gathered reference images of the car and found a blueprint image of the car that I could use to model it. After the car was modeled, I started changing things a little so it could fit this cyberpunk style. I liked the asymetry that some of the cars have in the Cyberpunk 2077 game so I tried to replicate that with the two headlights that are different. I saw a picture of the Hyundai Grandeur EV and loved the wide tail light with the pixel leds so I took that inspiration and used it in my model. After I was done, I subdivided the car a bunch of times, enough for me to sculpt dents and scratches on the high poly mesh. Once it was done I made the low poly version of the car and unwrapped it using the UDIM uv tilling workflow. Inside of Substance Painter, I baked the high poly onto the low poly and started texturing the car. With my reference images on my second screen, I was able to recreate the look of the taxi car that I wanted to recreate mids a few changes to fit the style. Once that was done I exported the mesh and texture inside of Unreal Engine and rendered it. The textures were exported in 2K and using the ORM channel packing for better performances.
Below is a wireframe render done inside of Unreal Engine. The low poly asset is around 300K tris coming from 1.9Mil tris for the high poly. The low poly still has a dense mesh so I could use Nanite more efficiently.
Screenshots of the asset inside of Substance Painter.
![](https://d3stdg5so273ei.cloudfront.net/Yosh3D/2024-05-26/411201/1400xAUTO/Taxi-screenshot_LS-Yosh3D.png)
![](https://d3stdg5so273ei.cloudfront.net/Yosh3D/2024-05-26/411201/1400xAUTO/Taxi-screenshot_RS-Yosh3D.png)
![](https://d3stdg5so273ei.cloudfront.net/Yosh3D/2024-05-26/411201/1400xAUTO/Taxi-screenshot_FS-Yosh3D.png)
![](https://d3stdg5so273ei.cloudfront.net/Yosh3D/2024-05-26/411201/1400xAUTO/Taxi-screenshot_BS-Yosh3D.png)
![](https://d3stdg5so273ei.cloudfront.net/Yosh3D/2024-05-26/411201/1400xAUTO/Screenshot%202024-05-25%20164002-Yosh3D.png)
![](https://d3stdg5so273ei.cloudfront.net/Yosh3D/2024-05-26/411201/1400xAUTO/Screenshot%202024-05-25%20164035-Yosh3D.png)
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