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Model Type: High-poly automotive mesh (multi-object body panels)Software Used: Blender 4.2Shading: Smooth shading (object-wise)Subdivision:
Subdivision Modifier: Catmull-Clark
Viewport Level: 1
Render Level: 2
Adaptive Subdivision: Off
Optimal Display: On
Sharp Edges Enabled: Yes
Mirror Modifier:
Active on individual body pieces
Symmetry Axis: X-axis
Clipping: Enabled
Merge Threshold: Default
Topology:
Clean quad-dominant surface
Even face distribution across body panels
Proper supporting loops around curves, fenders & edges
No visible artifacts or pinching in shaded mode
Mesh Statistics (Full Car):
Vertices: ~2,468,402
Edges: ~4,453,038
Faces: ~2,185,913
Triangles: ~4,359,421
Materials:
Multi-material setup for each body panel
Flat colors for panel separation and topology visibility
No PBR textures applied at this stage
Wheel Setup:
High-poly rim mesh
Tire + rim separated
Disc brake + caliper included
Clean circular topology with subd flow
Scale & Orientation:
Correct world orientation
Car aligned on global X, Y, Z axis
Real-world proportional dimensions
Scene Notes:
Car is centered
Empty wireframe outline on ground for silhouette reference
Geometry nodes not applied
This is a perfectly rigged model
REVIEWS & COMMENTS
accuracy, and usability.
