10 unique low-poly open-wheel race cars spanning 7 decades. Includes 9 wheel sets, 10 prefabs with colliders, single palette material for optimal batching, and demo scene. URP & Built-in ready.Ten unique single-seater chassis, one shared material, built for performance. Every car is its own mesh, not a recolour — the pack walks through seven decades of open-wheel design, from a front-engine cigar body to a modern ground-effect car with a halo.What is in the pack• 10 unique chassis meshes• 18 wheel meshes (9 sets, front and rear)• 10 prefabs, each with a fitted BoxCollider• 1 demo scene showing all ten cars• 2 materials, 2 texturesTriangle counts (assembled car = body + 4 wheels)• Racer_01 front-engine — 1,576• Racer_02 mid-engine — 1,456• Racer_03 wing-and-sidepod — 1,584• Racer_04 ground-effect — 1,620• Racer_05 turbo — 1,696• Racer_06 late-eighties — 1,596• Racer_07 high-nose — 1,756• Racer_08 narrow-track — 1,744• Racer_09 clean-aero — 1,596• Racer_10 modern-era — 1,790Range: 1,456 – 1,790 triangles per car. Bodies are 944–1,310 tris, wheels 108–128 each.Textures and materials• T_PaletteMain_BC — 256 x 256 PNG, 8 x 8 colour atlas. Every mesh in the pack shares it, so the whole grid batches into very few draw calls.• T_Livery_01_BC — 512 x 512 PNG, race-number roundels.• Base Color only. No normal, metallic or roughness maps — the style is flat-shaded by design.• Import settings matter: the palette needs Point filtering with mipmaps off. The included editor script applies this automatically.Render pipelines and Unity version• Minimum Unity 2022.3 LTS.• URP is the default target (Universal Render Pipeline/Lit).• Built-in is supported — the setup script falls back to the Standard shader automatically when URP is not present.• No post-processing, skybox or third-party package dependencies.Known limitations• The cars are exterior shells with a simple cockpit interior. There is no driver figure, no engine bay and no separate steering column.• No LODs are included. At 1,456–1,790 triangles a car, the meshes are already in LOD0-for-mobile territory.• No vehicle controller script is included — these are art assets.AI disclosureMesh geometry in this package was generated with AI assistance (Claude operating Blender through the Blender MCP integration) and then calibrated against a fixed scale reference, cleaned up topologically, pivoted, UV-mapped to the palette atlas, verified against a per-part triangle budget, and assembled into Unity prefabs and a demo scene. No third-party or licensed source models were used as input, and no generative mesh service output is included. Full detail is in the AI description field and in Documentation/README.md.Original designsThe vehicles are original period-style archetypes built from public technical regulations. The package does not reproduce or imitate any real racing series, team, constructor, driver, circuit, sponsor or livery.1 Blender unit = 1 metre. Cars run 3.58 m to 5.66 m long.• Vehicle forward is +Z, chassis pivot is bottom-center at the ground plane.• Wheels are separate objects with pivots on the axle axis, ready for spin and steer animation.• Every wheel rests exactly on the ground plane at its prefab position.• All transforms applied: position (0,0,0), rotation (0,0,0), scale (1,1,1).• No duplicate vertices, flipped normals, loose geometry or unapplied modifiers.• Rim detail is modelled on both faces of every wheel, so left- and right-hand wheels read correctly without a mirrored variant.Parts of the geometry in this package were produced with AI assistance.Tools used: Claude (Anthropic) operating Blender through the Blender MCP integration.AI-generated portion: initial mesh construction. Body cross-section lofts, wheelgeometry, suspension and exhaust tubing, cockpit interior panels and the 256x256palette atlas image were generated programmatically from authored parameters(station tables, profile curves, radii and triangle targets).Work applied on top of the AI output: scale calibration against a fixed referencerig (driver box, track width, wheelbase); topology cleanup including duplicate-vertexmerging at 0.0001, normal recalculation and loose-geometry removal; per-part pivotplacement (chassis bottom-center at the ground plane, wheels on the axle axis); UVassignment of every face to a specific palette atlas cell; triangle-budget verificationagainst a per-part target range; FBX export axis verification by re-reading the writtenfile coordinates; prefab assembly with hierarchy and collider fitting; and demo sceneconstruction.No third-party or licensed source models were used as input. No generative mesh serviceoutput (Hyper3D/Rodin, Hunyuan3D or similar) is included in this package.The package does not reproduce or imitate any real racing series, team, constructor,driver, circuit, sponsor or livery. Vehicle designs are original period-style archetypes.




