My key responsibilities are optimizing the high poly model from a CAD file to a low poly model as a game-ready asset, adding support edges to the exterior model and fixing the smoothing group. Also modeling missing parts such as suspension, some minor details on the engine bay, headlight, rear light, etc. Then, create UV Atlas in the unwrapping process and manage the texel density to manage the scale of mesh. Also, draw the texture with the PBR Roughness setting. Thank you to my Group Lead Artist and super team, for making this come true!