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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.

Service 01Autodesk MayaAutodesk 3ds MaxZBrush
3D Art Production — sample production
3D Art 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

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.