Character modeling
Hero and crowd characters with clean topology, UVs, and deformation-ready meshes.
We deliver 3D that holds up in-engine, not only in a DCC viewport. Topology, LODs, and materials match the frame budget you ship.
ZBrush, Substance, PBR
Sub-disciplines inside 3d modeling. Pick a slice or the full stack.
Hero and crowd characters with clean topology, UVs, and deformation-ready meshes.
Modular kits, hero props, and scene assembly tuned for streaming and culling.
Weapons, vehicles, and interactive props with readable silhouettes at gameplay distances.
Substance materials that hold up under Lumen, baked lighting, or mobile constraints.
High-to-low pipelines, LODs, and platform-specific budgets that keep the look intact.
Scan cleanup, retopo, and bake pipelines for twins, VR, and location-based work.
01
We validate assets in Unreal or Unity early so surprises stay in art review, not packaging week.
02
We size polycounts and textures to the target platform, not a portfolio render.
03
Naming, folders, and source files your internal team can own without digging.
We match your tools when we can. These are the ones we ship with most often.
Concept art, character design, and UI/UX that define a title's look before and after engineering locks.
Concept through launch. Systems, engineering, and production that fit your Unreal, Unity, or Godot schedule.
Training sims, room-scale VR, and spatial apps from Meta Quest to Vision Pro, with comfort and tracking treated as product work.
A rough idea is enough. Run the estimator or book a 15-minute call. We reply to briefs within 24 hours.