Services
3D Art
The full 3D pipeline, from blockout to a textured asset sitting in your engine. Everything arrives on your naming convention, inside your triangle and texture budgets, and screenshotted in your build before we call it done.
What we make
Everything a 3D art brief can include
Characters
Blockout, sculpt, retopology, UVs, bake and texture — heroes, NPCs and creatures, delivered rigged or ready to rig.
Environments
Modular kits, hero pieces and set dressing built for reuse, with trim sheets and material budgets planned before modelling starts.
Props and weapons
Hard-surface assets at any LOD, with first-person-grade detail where the camera gets close and none where it does not.
Vehicles
Interior and exterior, built to the level of separation your gameplay needs — doors, turrets, damage states and destructible parts.
Sculpting and high poly
Detail authored to the level the bake will actually carry, whether for a game-ready bake or for print and cinematic use.
Optimisation and LODs
Existing assets brought inside a budget — retopology, LOD chains, texture atlasing and material reduction, profiled on target hardware.
The process
How a 3D art job runs
Every stage names its own approval, so you always know what you are signing off and what it unlocks. Nothing moves to the next stage until the one before it is agreed.
Step 01
Scope and style match
We read your art bible, count the assets, and produce one paid test piece so the style match is proven on your asset before the batch begins.
Photoshop, PureRef
Step 02
Blockout
Proportions and silhouette approved in grey, in engine, at gameplay camera distance — before a single detail gets sculpted.
Blender, Maya, your engine
Step 03
High poly
Sculpt and hard-surface detailing to the level the bake will actually carry, with detail placed where the camera goes.
ZBrush, Blender, 3ds Max
Step 04
Game-ready mesh
Retopology to your triangle budget, LODs, UVs packed to your texel density, and a clean bake with no visible seams.
Maya, Blender, Marmoset Toolbag
Step 05
Texture and engine test
PBR materials authored to your channel packing, then imported, lit and screenshotted in your engine, so you approve what you will ship.
Substance 3D Painter, Unreal Engine, Unity
Software
What we work in
- ZBrush
- Blender
- Maya
- 3ds Max
- Substance 3D Painter
- Substance 3D Designer
- RizomUV
- Marmoset Toolbag
- Unreal Engine
- Unity
Not on the list? Ask. Most pipelines are a swap away, and we will say so plainly if yours is not.
Hand-off
What you get
- Game-ready meshes with LODs, on your naming convention
- PBR texture sets at your channel packing
- High-poly sources and bake cages
- An engine-imported test scene with screenshots
- UV layouts documented to your texel density
- A short technical readme per asset batch
Questions
3D Art, answered
Will the assets match our existing art?
That's what the paid test piece is for. We build one asset to your bible, you compare it side by side with your own, and the batch only starts once it holds up. If it doesn't match, you have spent one asset finding that out instead of thirty.
Can you hit a specific performance budget?
Give us the triangle count, texel density, material count and target platform, and those become acceptance criteria rather than aspirations. We test on the target hardware before delivery, not on a workstation.
Do you work inside our engine and tracker?
Yes. We take a seat in your Perforce or Git repo, your Jira or Hansoft board, and your Slack — or we work at arm’s length and deliver packaged drops, if that suits your security review better. Both are normal.
How do we start?
Send the brief, or just the problem — a script, a deck, a level, a rough idea and a date. We come back within two working days with a shot or asset count, a crew, a price and a schedule. If the date isn't achievable we say so then, not in week six.
Can you match an existing style?
Yes, and it's most of what studio work is. Send the style guide, the shipped assets, or even a screenshot. We produce one paid test piece first so you can judge the match on your own asset before committing to the batch.
How does review work?
A shared review link with frame-accurate comments, updated weekly. Two rounds of revision per stage are in the quote; beyond that we bill by the day and tell you before the clock starts.
Who owns the finished work?
You do, on final payment — full assignment, including the source files. We ask only for the right to show finished work in our portfolio, and we hold that back for as long as you need us to.
Start a project
Have a 3D art brief?
Send it with the deadline attached. You get a shot or asset count, a crew, a price and a date within two working days — or an honest no.