Plan low poly cars and stylized vehicles: body silhouette, wheels, pivots, interiors and engine import checks.
Design around the camera
A small traffic car seen from above needs a strong roof and body silhouette. A player-driven car viewed close up may need clearer wheel arches and interior surfaces. Decide the closest camera distance before setting the detail budget.
Separate moving parts deliberately
If wheels will rotate, keep them as separate objects with sensible pivots. Decide whether doors, steering and suspension are part of the brief. A single static generated mesh does not automatically provide those moving components.
Keep the material language consistent
Use broad body colors and readable windows. Review wheel contrast and underside visibility in the intended scene. Avoid spending texture memory on details that disappear at gameplay distance.
Validate the vehicle in the engine
Check orientation, scale, wheel positions and collider setup. Test multiple cars together if the scene includes traffic. Treat the finished model as visual geometry; vehicle physics and drive logic are separate development work.
Frequently asked questions
Can I generate a drivable vehicle automatically?
A visual model is only one part of a vehicle. Driving requires suitable object separation, physics, controls and engine setup.
Where can I find reference models?
The linked car collections provide useful examples. Review each model’s license before downloading, adapting or shipping it.
References & useful collections
External reading and collections from the research brief. Availability and individual model licenses can vary. These resources are independent of POLYFORM.