To enhance my understanding and proficiency when it comes to hard surface modelling, I took on the challenge to model a Vespa over a 4 week period. I gained a lot of new knowledge when it comes to baking and good topology habits, using a subdivision surface workflow, allowing me to reach a higher fidelity model that came out to approximately 14,000 triangles. This asset is optimised for game use, having been tested in engine (UE5) and rendered in real time (Substance 3D Painter). Overall, this project was very fun and I am glad that I spent my time challenging myself rather than staying in my comfort zone.