@Bumper For the normal maps, only the steering, dashboard & leather + carpet for the interior ; the rims tread + tyre for exterior. Don't worry about what's inside, the engine + the underbody, nobody gonna see it. Keep in mind ~80K x 10 ~ 1.000K Polys if 10 cars present on the track & probably the FPS will be awful. For the shaders, they all self-explanatory & you will find enough infos on Ruud Website in /tutorial + /reference. Back in the days, I've create a little script that updates your car every 3 sec., so you could play with all shader variables & see instant results in Racer...as you would do in Maya with the amazing IPR Renderer. For the AO or light-mapping, it should be subtle, since you have a real-time sun that we can activate with fast_time 600 & that shades the car automatically. Use some lights in your scene & bake it to 1st UV Channel. You will find on Google more infos. There's a ton of different ways of doing it. Last thing, for the wheels, you could use a alpha channel texture that overlays the rim at particular speeds. I've been one of the few guys showcasing, one of the best blurred wheels you can create for Racer. Check my Racer-Max Website In Images > Diaporama 1 Inspiration from other AAA racing games...I've been analyzing for months all racing games & have an extended understanding of best techniques to bring full realism to Life.