3D Asset Production

Scalable 3D Props & Weapons for AAA Studios

High-fidelity, optimized in-game assets, complex mechanical weapons, and modular environment kits built for modern pipelines.

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The "Full Pipeline" Approach

We don't just deliver static meshes. We deliver game-ready props with perfect baking, logical UV unwrapping, and strict polycount adherence.

Phase 1: High-poly hard-surface asset model

1. High-Poly Modeling

Sub-D modeling and Boolean operations to create pristine high-res source geometry.

Phase 2: Optimized game-asset topology and UV layout

2. Low-Poly & UVs

Optimizing polygon loops for performance and packing UV islands efficiently with zero stretching.

Phase 3: PBR materials for a game-ready prop

3. Baking & Texturing

Flawless normal map baking and PBR texturing for realistic materials, wear, and tear.

Phase 4: Final hard-surface prop in a real-time environment

4. Engine Integration

Final asset validated in Unreal Engine with custom LODs and collision setups.

Technical Breakdown

Optimization Challenge: For hero weapons, we target precise polycount budgets (e.g., 15k-25k tris) while ensuring first-person view fidelity. Our texture baking process guarantees no visible seams or artifacting, using 4K texture sets optimized into manageable atlases for lower memory overhead in the game engine.

Technical Specs & Software Stack

Industry-Standard Tooling

Our asset artists master hard-surface and organic workflows.

  • Modeling: Autodesk Maya, Blender, ZBrush
  • UV Mapping: RizomUV, Maya UV Toolkit
  • Texturing & Baking: Substance Painter, Marmoset Toolbag
  • Engine Integration: Unreal Engine 5, Unity 3D

Technical Deliverables

Providing exact assets your pipeline requires.

  • PBR Texture sets (Albedo, Normal, ORM/Metallic, Emissive)
  • Modular kits snapping perfectly to grid
  • Engine-ready .uasset files or prefabs
  • Automatically generated and manually tuned LODs
  • Clean source files (.ma, .fbx, .spp)

How We Collaborate

A transparent, predictable process operating under strict NDAs and secure data environments.

1. Concept Review & Discovery

We review your concepts and technical budgets (polycount limits, texture sizes, texel density).

2. Blockout & Scale (Milestone 1)

Creating proxy meshes to verify silhouette, scale, and functionality within your game engine.

3. High-Poly Modeling (Milestone 2)

Refining the mesh with bevels, panel lines, and high-res details for baking.

4. Low-Poly & UV Unwrapping

Creating the final game mesh, prioritizing edge loops, smoothing groups, and distortion-free UVs.

5. Texturing & LookDev (Milestone 3)

Applying PBR materials, edge wear, and verifying visual consistency under neutral lighting.

6. Final Engine Delivery

Final QA check and secure transfer of organized asset packages.

Frequently Asked Questions

Can you handle massive modular environment kits?

Absolutely. We are highly experienced in creating modular architecture and environment kits that snap perfectly to grid systems (e.g., 50cm/100cm increments) with tileable trim sheets to save texture memory.

How do you manage texel density across large asset sets?

We work closely with your technical directors to establish a target texel density (e.g., 512px/meter). Our artists strictly adhere to this standard using automated checker scripts during the UV unwrapping phase.

How do you handle revisions?

Revisions are built into our milestone approvals. Feedback at the Blockout and High-Poly stages ensures we are aligned before we lock the geometry for UV unwrapping, avoiding costly rework.

Do you generate LODs and collision meshes?

Yes. We can manually create optimized LOD0 to LOD4 meshes, or use engine-specific auto-LOD tools if preferred. We also provide simplified convex collision geometry tailored for physics optimization.