Max Igoshev.

Retro moped for Roblox

A retro step-through moped for a Roblox city or roleplay game: rounded body panels, chrome details, a speedometer in the cowl and parts split for steering and wheels.

Triangles
9,816 in 8 parts
Largest part
3,152 tris (limit 20k)
Rig-ready
Fork steers, hubs spin, stand folds
Delivered as
.blend, FBX for MeshParts
  • Step-through body with side panels and chrome trim, two-tone seat, rear rack, exhaust, whitewall tyres, centre stand. Original design, no logos.

    Step-through body with side panels and chrome trim, two-tone seat, rear rack, exhaust, whitewall tyres, centre stand. Original design, no logos.

  • Steering cowl: round speedometer with odometer, mirrors, indicators, grips and levers.

    Steering cowl: round speedometer with odometer, mirrors, indicators, grips and levers.

  • Topology: rounded panels with clean loops, density kept to the curves of the body.

    Topology: rounded panels with clean loops, density kept to the curves of the body.

  • Parts as a Roblox dev imports them: body, handlebar with fork (pivot on the steering axis), seat, two wheels with pivots on the hubs, front lights riding on the fork, rear lights, stand.

    Parts as a Roblox dev imports them: body, handlebar with fork (pivot on the steering axis), seat, two wheels with pivots on the hubs, front lights riding on the fork, rear lights, stand.

Made for Roblox, not just rendered: every face points outward because Roblox draws only the front of a face; the renders use the same culling, so a flipped face would show as a hole. Each part sits far below the 20k-triangle MeshPart limit, and the FBX is re-imported as a check.

Part of a series: the same studio, scale and rules as the other vehicles on this site, so a whole set stays consistent. This is a demo built for this portfolio, not a client model.

How I work: you send the vehicle list and references; one vehicle first so you can check the style, then the rest. Communication in writing.