Service · 3D assets

Modelling & Texturing

Good animation starts with good assets. We model and texture characters, products and worlds that hold up under any light, from a hero close-up to a real-time walkthrough.

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.

One asset, many outputs. A product modelled for a launch film can be reused for e-commerce spins, AR try-ons and print renders without being rebuilt. We plan for that from the first polygon.

What's included

  • Hard-surface and organic modelling from references, sketches or CAD
  • Clean quad topology built for deformation
  • Non-overlapping UVs with texel-density consistency
  • PBR texture sets — albedo, roughness, metallic, normal, AO
  • Look-development turntables under studio HDRI
  • Export for Blender, Maya, Unreal, Unity or glTF

Best for

Product visualizationCharacter pipelinesArchitectural assetsGame-ready modelsAR/VR and configurators

Frequently asked

Can you work from CAD or engineering files?
Yes. We regularly convert STEP, IGES and SolidWorks exports into render-ready meshes — retopologised, UV-mapped and textured, with the manufacturing detail preserved where it matters and simplified where it doesn't.
What's the difference between animation-ready and game-ready?
Animation assets prioritise clean deformation and detail for offline rendering; polygon count is a secondary concern. Game-ready assets are optimised for real-time engines — controlled poly budgets, baked normal maps and LODs. Tell us the destination and we build for it.
Do we own the source files?
Yes. Every asset we build for you is delivered with full source files and textures, and the IP transfers to you on final payment.
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