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Toyota Alphard

A Toyota Alphard asset for a browser-based game, combining vehicle modelling with UV mapping and texture-based surface detail.

Discipline
Browser-game asset modelling, UV mapping and texturing
Tools
Blender
Status
Complete
Original Alphard front three-quarter render with silver bodywork, chrome grille and glazed interior.
Discipline
Browser-game asset modelling, UV mapping and texturing
Tools
Blender
Status
Complete

Detail within a browser-game asset

I modelled and textured the Alphard for a browser-based game. The grille uses 126 base triangles with 1,024 × 1,024 colour, transparency, roughness and normal maps, placing its fine surface detail in textures.

Technical specifications

Selected portfolio scene: body, interior, lights and front wheel modules. Rear wheel instances are not present in this source view. Presentation staging is excluded.

Base mesh
24,795 triangles
Evaluated geometry
65,253 triangles
Materials in scope
22
Grille maps
1,024² diffuse, roughness and normal images
Additional image detail
2,048² vent trim normals · 256² tail-light mask

Measured from the selected Blender source at frame 1, using Blender 5.2. Base counts triangulate the editable meshes; evaluated counts include saved viewport modifiers and repeated instances. Presentation staging is excluded.

Solid view

Selected Alphard body and component assembly. Neutral shading. Subdivision is disabled in these presentation views to expose the underlying construction.View full image
Subdivision disabled for this base-mesh view.03

Topology

Selected Alphard body and component assembly. Matching view with polygon edges visible.View full image

Grille texture and UV layout

Grille diffuse texture with the active UV layout overlaid.View full image
126 base triangles; 1,024 × 1,024 texture.05

A small mask for the rear lights

The rear-light material combines shaped geometry with a 256 × 256 brightness mask. I mapped 19 emissive faces onto the light strips, reusing the mask across the mirrored lamps. In the Blender material, the image controls emission strength while the emission colour is set separately.

Rear-light material

Close-up of the rear lamp in the original Alphard render.View full image

Mask and UV assignment

The 256 by 256 rear-light mask with emissive faces highlighted over the mapped light strips.View full image
Yellow: the 19 emissive faces. Blue: other faces in the rear-light mesh.08