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

- 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

Topology

Grille texture and UV layout

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

Mask and UV assignment
