1. High-Poly Sculpt
Establishing forms, anatomy, and micro-details using ZBrush for photorealistic base meshes.
Premium character modeling, complex hair grooming, and rigorous rigging pipelines optimized for next-gen Unreal Engine 5 and custom proprietary engines.
Book a Discovery CallWe don't just deliver pretty renders. We deliver highly optimized, engine-ready assets with impeccable topology.
Establishing forms, anatomy, and micro-details using ZBrush for photorealistic base meshes.
Manual, animation-ready quad topology emphasizing edge flow for facial deformations and joints.
PBR texturing workflow extracting Normal, Roughness, Albedo, and Subsurface Scattering maps.
Rigged, skinned, and implemented directly into the target game engine with custom LODs.
Optimization Challenge: For current-gen cinematic characters, we maintain a strict polycount budget (typically 80k-120k tris for heroes) while leveraging 4K UDIM workflows for extreme close-ups. All meshes pass rigorous QA for non-manifold geometry, overlapping UVs, and skin-weight accuracy before delivery.
Our artists are deeply embedded in the modern AAA pipeline.
Everything your tech artists need to hit the ground running.
A transparent, predictable process operating under strict NDAs and secure data environments.
We analyze your 2D concepts, art bibles, and technical requirements to establish a mutual understanding of style and constraints.
Initial 3D drafting focusing on silhouette and scale. Early feedback loop ensures we capture the character's essence before detailing.
Adding intricate details, cloth simulation, and anatomy. This is the final stage for major aesthetic changes.
Optimizing the mesh for performance. We provide wireframe renders for your technical directors to review edge flow.
Applying PBR materials and checking the asset under various lighting conditions within the target engine.
Asset packaging, rigorous QA checks, and secure transfer of all source files and engine-ready packages.
Before production begins, we conduct a deep dive into your Art Bible. We often request a "benchmark asset" from your team to reverse-engineer your pipeline. During the blockout phase, we hold iterative reviews specifically focused on capturing your unique stylization or photorealism guidelines.
We deliver the final engine package (e.g., Unreal `.uasset`) along with all intermediate source files, including `.fbx` or `.obj` for the meshes, `.ma` (Maya) or `.blend` files for rigging, `.spp` (Substance) for textures, and `.ztl` (ZBrush) for the high-poly sculpts.
Our pipeline is structured around built-in milestone reviews (Blockout, High-Poly, Texturing). At each milestone, you have a set number of revision rounds included. By locking in major forms early, we prevent costly revisions late in the texturing or rigging phases.
Yes. While we excel at modeling and texturing, our technical art team can provide fully rigged and skinned characters. We frequently map to standard skeletons (like the Epic Skeleton for UE5) or build custom rigs based on your animator's requirements.