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Mazda Furai

A Mazda Furai asset for a browser-based driving game, delivered as a vehicle body and reusable wheel module.

Year
2025
Discipline
Browser-game asset modelling, UV mapping and texturing
Tools
Blender
Status
Complete
Original Furai presentation render with blue bodywork, carbon-fibre surfaces and front wheel module.
Year
2025
Discipline
Browser-game asset modelling, UV mapping and texturing
Tools
Blender
Status
Complete

A modular vehicle asset

Modelled the Mazda Furai concept car for a browser-based driving game. Created game-optimised topology respecting the game's polygon budget constraints while maintaining the vehicle's aggressive Le Mans prototype design language. Textured with custom materials including metallic paint, carbon fibre accents, and tinted canopy glass. Delivered export-ready asset meeting client specifications for real-time performance. The vehicle was delivered as a body and reusable wheel module. The lead programmer duplicates the supplied wheel into the remaining wheel bays during integration. Project type: personal / freelance.

Technical specifications

Body assembly in the selected portfolio Blender source, excluding wheel assemblies and the separate livery/decal overlays. The grille panels remain included.

Base mesh
31,577 triangles
Evaluated geometry
31,577 triangles
Materials in scope
17
Single wheel module
4,166 triangles across rim, tyre, brake, centre and nut
Four-wheel assembly estimate
48,241 triangles: decal-free body + 4 identical wheel modules
Separate decal overlays
1,884 triangles, excluded from the technical views and totals above
Image texture in body scope
512 × 512 engine-cover mesh map
Decal atlas
1,024 × 1,024 RGBA shared by both overlay meshes

Measured from the selected Blender source at frame 9, using Blender 5.2. Base counts triangulate the editable meshes; evaluated counts include saved viewport modifiers and repeated instances. Presentation staging is excluded. The four-wheel figure is an arithmetic assembly estimate, not a measured game export.

Solid view

Furai body assembly, wheels and decal overlays excluded. Neutral shading. Native polygon boundaries are preserved so the panel line flow remains visible.View full image
Wheels and decal overlays excluded.03

Topology

Furai body assembly, wheels and decal overlays excluded. Matching view with polygon edges visible.View full image

Reusable wheel

One wheel module, ready to be instanced by the game integration.View full image

Wheel topology

The same wheel module with component topology visible.View full image

Decals without interrupting the body topology

I placed the graphics on separate surface meshes and mapped them into a shared 1,024 × 1,024 RGBA atlas. The UVs select lettering, stripes, engine-cover pattern and window trim; image alpha supplies transparency. The two overlay meshes total 1,884 triangles and remain separate from the body construction.

Shared decal atlas

Furai RGBA decal atlas with colour-coded UV selections from the two surface-overlay meshes.View full image