1. High-Poly Modeling
Sub-D modeling and Boolean operations to create pristine high-res source geometry.
High-fidelity, optimized in-game assets, complex mechanical weapons, and modular environment kits built for modern pipelines.
Book a Discovery CallWe don't just deliver static meshes. We deliver game-ready props with perfect baking, logical UV unwrapping, and strict polycount adherence.
Sub-D modeling and Boolean operations to create pristine high-res source geometry.
Optimizing polygon loops for performance and packing UV islands efficiently with zero stretching.
Flawless normal map baking and PBR texturing for realistic materials, wear, and tear.
Final asset validated in Unreal Engine with custom LODs and collision setups.
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.
Our asset artists master hard-surface and organic workflows.
Providing exact assets your pipeline requires.
A transparent, predictable process operating under strict NDAs and secure data environments.
We review your concepts and technical budgets (polycount limits, texture sizes, texel density).
Creating proxy meshes to verify silhouette, scale, and functionality within your game engine.
Refining the mesh with bevels, panel lines, and high-res details for baking.
Creating the final game mesh, prioritizing edge loops, smoothing groups, and distortion-free UVs.
Applying PBR materials, edge wear, and verifying visual consistency under neutral lighting.
Final QA check and secure transfer of organized asset packages.
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.
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.
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.
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.