Shape and topology
Silhouette, scale, topology, deformation areas, and density are reviewed before detail becomes expensive.
Blender 3D production
We produce characters, props, vehicles, and environments for external game teams, with clean topology, PBR materials, rigs, animation, LODs, and tested engine exports.
Deliverables
Before production starts, the brief can define silhouette, scale, texture resolution, polygon range, naming, rig behavior, animation list, export format, engine version, and performance target.
Production reviews
Silhouette, scale, topology, deformation areas, and density are reviewed before detail becomes expensive.
Texture sets, texel density, PBR response, and material count are checked against the destination.
Rigs, clips, LODs, pivots, naming, and engine imports are tested before handover.
Environment production brief
Use our environment-design checklist to define the greybox, modular kit, materials, collision, LODs, performance evidence, and engine handover.
Common questions
Model complexity, reference quality, realism, texture resolution, rig complexity, animation count, LODs, revisions, and the required engine setup.
Yes. The review can cover topology, materials, draw calls, texture memory, pivots, rig issues, animation import, and LOD strategy.
The exact list is agreed in scope and can include Blender sources, textures, FBX/GLB exports, rigs, animation clips, and a tested Unity package or prefab.
Outsource a defined 3D work package
Send the asset list, camera distance, style references, target platform, Unity version, polygon and texture budgets, animations and export formats. We agree a representative sample and revision boundary before estimating the wider batch.
Our ROADFORGE production case study shows vehicles, a train, a drone and workshop systems inside our original Unity mobile game. This is first-party evidence, not an external client commission or proof of every art style. The service here is 3D production; 2D illustration and third-party assets require separate agreement.