I love the challenges posed by making cars for games where capturing detail and ensuring optimization often call for creative problem solving and sensible compromises.
It can be hard to find Industry standard courses that cover the entire process of making a car for games but I was lucky to find a course by Chris Plush that while not focused on game ready assets, still covered the A to Z of modelling a car and helped me plan my approach to making cars more efficiently and taught me many useful tips and tricks.
To make why I had learned my own, I decided to challenge myself to make a game ready version of one of the most stunning cars ever made. My goal is to make the cars exterior, interior and storage and engine compartments as accurately as I can while ensuring that the asset is game-ready in the end.
I have tried to incorporate various workflows and techniques to get the best results in a timely manner and this experimentation is both challenging and fun!
In short, I start by modeling a whole version of the car's exterior, leaving out some details, aiming instead to capture the right flow for the car and ensure nice reflections throughout (Super shiny mat-cap is very useful to this end). One this guide mesh is finished, I will use it as a base to shrinkwrap the individual panels to. This way, I can make sure that the reflections pass cleanly across various panels.
From here, I will be creating a low poly model and a high-poly with floating surfaces to use for baking purposes later on.
Once the modeling is complete, I will use Marmoset for baking HP details and generating maps that I will then use in Substance painter for texturing the car.
Finally, I plan to import the car into unreal and set it up so that it can be used in Unreal's existing template for vehicles.
With the current exterior panels (which are almost all of them), the model stands at 28K tris. Many elements such as wheels, Seats and lights can be instanced later on in Engine for further efficiency.
Pureref sheet
Actual car for your reference