I’m racing against the clock on a new video-game build and need an experienced hard-surface artist who can take ownership of vehicle modeling from concept block-out to in-engine, game-ready asset. The focus is strictly on vehicles—no weapons, armor, or generic props—so deep familiarity with automotive form, panel flow, and mechanical detailing is essential. Here’s what I’m after: • clean, production-ready topology for both high-poly and low-poly versions • bake-ready UVs and PBR texture sets (Base Color, Metallic, Roughness, Normal, AO) • a short turnaround—ideally first look dev within days and final delivery ASAP I’m working in a standard Unreal pipeline, so files compatible with Blender, Maya, 3ds Max, or similar plus Substance Painter/Designer textures fit perfectly. If you are comfortable with those tools, speak up—otherwise let me know what you prefer and we can align. When you respond, please include: 1. a link to at least two vehicle pieces you personally modeled and textured for real-time use 2. a rough timeline you’d need to deliver the first completed asset The moment we lock scope, I’ll send reference boards, poly targets, and shader guidelines so you can hit the ground running. Looking forward to seeing your best vehicle work and getting this rolling right away.