The lot · Vehicles
Roblox vehicle and prop modelling
Vehicles are modelled as separate, named parts so they drop into A-Chassis or constraint-based setups: wheels with pivots at the hub centres, glass, interior, seats and light parts your scripts can toggle. For tycoon and simulator games we build whole prop kits that share one palette, so every upgrade looks like it belongs, and for realistic games, armored hero vehicles with working hydraulics and roof equipment.
On this street
The pieces.
What you get
- Body, Wheel_FL/FR/RL/RR, Glass, Interior, Seat and light parts, named for chassis kits
- Palette atlas with livery decals, paint, chrome, rubber and glass materials
- Emissive headlights, taillights and thrusters
- Parts breakdown, turntable and Studio setup notes
Roblox limits we build to
- Up to 20,000 triangles per MeshPart (stylised vehicles in about 15,000 total; realistic hero vehicles up to 45,000 across parts)
- One material per MeshPart
- Realistic scale: cars around 12–16 studs long
Limits as published in Roblox’s creator documentation. Every delivered mesh is checked against them before handoff.
FAQs
Questions,
answered.
Common questions about vehicles & props for Roblox.
We name and pivot every part for chassis kits and constraint setups. Tuning the chassis itself is scripting work we can coordinate with your developer.
No. Proportions are studied from photo references, but every design, livery and badge is original, which keeps your game clear of trademark issues.
Yes. Props follow the same rules: one material per mesh, clean pivots and a triangle budget agreed upfront.
Elsewhere on the map
Other things we model.
Let’s build
Have an entity, avatar or vehicle in mind?
Send your references, triangle budget and deadline. We’ll come back with a quote, milestones and a timeline.
Or write to contact@elegnoia.com





























