Service 01
3D Art Production
Model, UV and texture characters, creatures, weapons and props against a fixed art direction and a locked technical budget. Every asset ships with LODs, collision, and PBR texture sets validated in engine, so art and engineering review the same build. Teams scale from a single hero character to a full seasonal content drop without changing the approval loop.
3D Art Production — sample production
- Typical poly budget
- 8k-60k tris per hero asset; 300-2k tris for props
- Texture resolution
- 2K as standard, 4K for hero faces and weapons
- Texture sets per asset
- 1-3 sets, PBR metallic-roughness workflow
- Delivery formats
- FBX, OBJ, USD, plus native .ma/.max and engine packages
What you get
- Game-ready hero characters with 4 LODs, collision, and full PBR texture sets
- Creature and monster models from concept silhouette to final in-engine asset
- Hard-surface props and weapons with separated parts for animation and attachment
- Modular environment kits and architecture sets that tile on a fixed grid
- Stylized and realistic texture passes: albedo, normal, roughness, metallic, and ambient occlusion
- High-to-low poly bakes with clean topology, UV layout, and naming conventions
- Engine integration packages for Unity, Unreal Engine 4, and Unreal Engine 5
How we run it
01
Brief and reference lock
02
Blockout and silhouette approval
03
High poly sculpt
04
Retopology and UV
05
Texture and material authoring
06
Engine review and hand-off
Toolchain
Autodesk Maya
Autodesk 3ds Max
ZBrush
Substance Painter
Substance Designer
Marmoset Toolbag
Adobe Photoshop
Unreal Engine 5
Related work
All work
Recent deliveries in this discipline.
Need this scoped for a real project?
Send the brief, the references and the milestone dates. We will come back with a schedule and named leads.