Skip to content
Sohan Singh3D Game Artist
Back to all projects

Vehicles / Hard Surface Vehicle ·02 / 06

Hard-Surface Game Asset · 02

McLaren MP4-12C

A supercar built high-to-low in Maya — 51.3K tris that keep the MP4-12C's shapes, proportions and details true to the reference.
MayaPainterArnoldPhotoshop51.3K tris4K PBR15 frames
McLaren MP4-12C — Front Three-Quarter, Beauty pass
Viewport · PerspCAM_01 · Front Three-Quarter

BeautyFinal Arnold render with lighting and post.

Beauty render resolution 1920 by 1024

[01] — Asset breakdown

Project overview

The McLaren MP4-12C hard-surface car asset was modeled in Autodesk Maya using a high-poly to low-poly workflow, with optimized topology while preserving the key shapes, proportions, and details of the reference.

The low-poly mesh was optimized for game-ready baking, transferring high-poly details through baked maps. The asset was then UV unwrapped and textured using a PBR workflow in Substance 3D Painter, rendered in Arnold, and given final adjustments in Adobe Photoshop.

Project includes

Beauty RendersHDRI LightingAmbient OcclusionNormalColor IDWireframeTexture Maps

Technical specifications

Category
Hard Surface Vehicle
Polycount
51.3K tris
Texture resolution
4096 × 4096
Texture sets
1 × 4K
Texture maps
6 maps
Workflow
PBR Metallic / Roughness
Modeling
Autodesk Maya
Texturing
Substance 3D Painter
Rendering
Arnold Renderer
Post
Adobe Photoshop
Render resolution
1920 × 1024
Frames delivered
15 renders & passes

02 — Breakdown · 4 frames

Final Renders

Arnold beauty renders with final adjustments in Photoshop — plus the raw frame before post.

03 — Breakdown · 2 frames

HDRI Lighting

The asset dropped into real-world HDRI environments to prove the materials under natural light.

04 — Breakdown · 3 frames

Modeling & Topology

Game-mesh wireframes — edge flow, silhouette support and where the triangle budget is spent.

05 — Breakdown · 4 frames

Ambient Occlusion

Clay AO passes that read pure form, contact shadows and cavity detail without materials.

06 — Breakdown · 2 frames

Normal & Color ID

Normal and material-ID passes — surface orientation, baked detail and the masks behind texturing.

07 — Texture sets · 4096 × 4096

PBR Texture Maps

The exported Substance 3D Painter channels. Hover a channel to preview it, click the map to inspect it at full resolution.

Body6 channels · PBR metal / rough
Sohan Singh — Portfolio
Loading assets
000%