3D Art
Character Art
Character Art
Environment Design
Environment Design
Vehicles and Hard Surface
Vehicles and Hard Surface
Our Process for
3D Character Art
"If the project includes skins or repeated variants, early decisions around one skeleton, one base body, and animation reuse can save a large part of future production cost."
We align on references, art style, backstory and production specs. Whether you have a full concept or just a rough idea — we shape it into a clear brief before any sculpting begins.
A rough 3D blockout locks proportions, silhouette and scale. Major direction changes happen here — before the high-poly detail work begins.
Full high-resolution sculpt — every surface detail, skin pore, fabric weave, armour seam and hard-surface bevel. This is where the character comes to life visually.
Clean game-ready mesh optimised to your polycount budget. UVs are unwrapped for minimal distortion, with lightmap channels included when required.
Full PBR texture set painted in Substance Painter — albedo, roughness, metallic, normal, AO and emissive. Exported at your required resolution (2K / 4K / 8K).
Custom skeleton rig, clean weight painting, blend shapes and facial controls. Built to your engine's hierarchy and naming conventions — no cleanup needed on your end.
Full QA pass against the original brief. Client sign-off round included. Assets exported, named and structured for your pipeline — FBX, OBJ or GLTF.
We align on references, art style, backstory and production specs. Whether you have a full concept or just a rough idea — we shape it into a clear brief before any sculpting begins.
