What you get
Every car is built as a real 3D model, and the 2D images are rendered from that model, so the top-down sprite, the side view, the sprite sheet and the GLB always match. The top-down PNG has a transparent background with the car facing right, the usual direction for a car that your game rotates. The sprite sheet holds the car already turned in 8, 16, 32 or 64 steps, either from straight above or from a 3/4 angle like older racing games, with the lighting baked in. A JSON file next to it lists the angle and position of every frame.
The 3D model
The GLB uses one unit per metre with Y up. Choose which way it faces: +Z for Unity, -Z for Godot, or +X for the scripts from the Car Handling Designer. The four wheels are separate nodes named Wheel_FL, Wheel_FR, Wheel_RL and Wheel_RR, placed at the wheel centres, so you can spin them and turn the front ones in your game. Paint, glass, rims and tyres are separate materials if you want to recolour them in the engine.
Driving your car
Your design is saved in this browser. Open the Car Handling Designer to tune how it drives and drive it on a drift pad or a test track in 2D or 3D, or open the Racing Track Builder to drive it on a track you made.
Can I use the cars commercially?
Yes. The cars you make are yours to use in free and commercial games. The tool only uses generic shapes, so there are no real car brands or logos in them.