Game ready lo/mid-poly model of the legendary hothatch released in 1974 by Volkswagen!
Modeled entirely in Blender 3.1. UV unwrapped and textured in 3D Coat Textura.
Rendered using Blender's Cycles **renderer and **Unity 3D (noted in renders).
Non-overlapping UVs
Textures:
Body: 8192p color, roughness, metallic
Chassis: 4096p color, roughness, metallic
Dashboard: 4096p color, roughness, normal
Interior 1: 8192p color, roughness, normal
Interior 2: 8192p color, roughness
Geometry based wheel: color, roughness, metallic
Normal based wheel: color, roughness, normal, metallic
The textures are huge and rather resource hungry when it comes to games, however not all textures are necessary to be applied. Try different combinations (I skipped the metallic map in Unity for example), the results in game engines shouldn't be that much different when you skip one or two maps.
Lights material:
The head light and tail light meshes are UV unwrapped, however it's worth noting that the color is entirely material-based. The model comes with a displacement map which I've used in Blender applying it to the Displacement node of the material. (all material sockets are ready to be found in the .blend file, all that's needed is to apply the displacement texture in node editor)
For game engines: I have only tested this model in Unity and the best solution I came up with, as there is no strict 'displacement' node in material, was to apply the map to Normal node and flip it to use gray scale.
Wheels:
I've modeled, UV unwrapped, and textured two variants of wheels: one is completely geometry-based, the polycount is enormous and I don't recommend using it in game engines. The second variant has much simpler geometry and the tire treads are based on the included normal map. In my opinion, unless you zoom in closely, the final effect isn't too different from one another.
Underbody:
The general shape of the underbody is based on the real 1974 Golf underbody, although it is clearly noticeable all parts and details are modeled rather superficially. It's there just so when the car flips and/or does an amazing aerial 360 barrel-roll there's no flipped normals, black polys or transparency.
Subdiv:
I consider the model non-subdividable as there's some minor tweaks that need to be made to make it look good when applying the modifier. Go ahead move some verts if you're patient enough, though I give no guarantees!
That's it!
Hope you enjoy the model! :)