Every 3D film, product spin and virtual walkthrough is built on assets. Ours are made to be reused — across campaigns, across formats, and across the engines your team already uses.
Modelling
We build two kinds of geometry. Hard-surface work — products, packaging, vehicles, machinery, architecture — starts from CAD, technical drawings or photography and is modelled to dimension. Organic work — characters, creatures, foliage, terrain — is sculpted, then retopologised into clean, animation-friendly quads.
Whatever the subject, topology is not an afterthought. Edge loops follow the way a surface will bend, so rigs deform cleanly and subdivision stays smooth. It is the difference between a model that looks good in a still and one that looks good in motion.
Texturing and look-development
Surfaces are authored as full PBR material sets so they behave correctly under any lighting — the same asset reads as convincing in a studio product shot and in a moody cinematic. For branded work we match Pantone and material references exactly; for stylised work we build a shared texture language so an entire cast feels like it belongs in one world.
- Albedo, roughness, metallic, normal, height and ambient-occlusion maps
- Decals, labels and print artwork placed to your dielines
- Wear, grime and imperfection passes where realism demands it
- Turntable renders under neutral HDRI for approval
Built for your pipeline
Assets ship in the format your destination needs: native Blender or Maya scenes, FBX/OBJ with texture sets, Unreal or Unity packages, or lightweight glTF for web and AR configurators. Naming, scale and orientation follow a documented convention, so nothing needs to be fixed on arrival.