Max Igoshev.

Low poly 90s sedan for Roblox

A semi-realistic early-90s sedan built for Roblox: real-world proportions, a usable interior, under 8k triangles split into parts a game can script.

Triangles
7,996 in 11 parts
Largest part
2,436 tris (limit 20k)
Tools
Blender, Cycles
Delivered as
.blend, FBX for MeshParts
  • Long hood and trunk, formal rear pillar, quad headlamps, egg-crate grille, chrome bumpers with guards. No brand logos.

    Long hood and trunk, formal rear pillar, quad headlamps, egg-crate grille, chrome bumpers with guards. No brand logos.

  • Topology: clean quads on the panels, density only where the shape needs it.

    Topology: clean quads on the panels, density only where the shape needs it.

  • Usable interior: split front bench, rear bench, dashboard with gauges and radio, column shifter, door cards.

    Usable interior: split front bench, rear bench, dashboard with gauges and radio, column shifter, door cards.

  • Rear: two-row tail lamps with reversing lights, third brake light, blank plate.

    Rear: two-row tail lamps with reversing lights, third brake light, blank plate.

  • Parts as a Roblox dev imports them: body, interior, glass, front and rear lights (switchable), bumpers, four wheels with pivots on the hubs.

    Parts as a Roblox dev imports them: body, interior, glass, front and rear lights (switchable), bumpers, four wheels with pivots on the hubs.

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. The FBX is exported -Z forward, Y up, and re-imported as a check.

For a vehicle series: one style guide (proportions, chrome, lamp shapes, interior level) keeps sedans, SUVs, wagons and coupes consistent. I build one car first so you can check the style, then the list.

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