Single piece
One furniture item with basic materials.
- One furniture model
- Basic PBR textures
- Approved dimensions
- One target format
Game Development & Assets
3D furniture modeling creates a defined piece or coordinated set from approved dimensions and references for real-time scenes, interiors, catalogs, or rendering.
I confirm dimensions, construction details, fabric or finish references, camera distance, target engine or renderer, texture budget, and required variants before modeling. Missing measurements are identified for approval.
Work can include clean geometry, UVs, PBR materials, color or fabric variants, an optimized game version, and a higher-detail render version. Product engineering, cut lists, manufacturing drawings, and upholstery specifications are separate.
The visual model follows client-provided dimensions and materials but should not be used as a manufacturing authority without qualified technical validation. Performance depends on the full scene and target platform.
We define the objective, deliverables, dependencies, and success criteria before production starts.
You review working previews, so decisions are made against tangible output.
The agreed revision rounds are used to complete details within scope.
I deliver the agreed files, access, and practical usage notes in an organized package.
Game Development & Assets · Delivery
Final pricing is provided after scope, deliverables, and integrations are confirmed.
One furniture item with basic materials.
One detailed item with finite material variants.
A coordinated finite room furniture set.
It follows the measurements you provide. Missing or conflicting dimensions are sent for approval and manufacturing use needs separate technical validation.
Yes, up to the finite variant count in the selected package. Extra variants are quoted separately.
Yes, when both versions are included. Real-time and high-detail rendering use different geometry, textures, and validation.
Character rigging adds an animator-facing control system, skin weighting, deformation checks, and optional facial or helper controls to a compatible model.
3D skeleton setup creates a clean bone hierarchy with agreed joint placement, naming, orientation, helper bones, and one target export without a full animator control rig.
3D character animation creates a finite set of gameplay loops, actions, or cinematic shots from an approved rig, style, timing, camera, and target format.
3D facial animation creates lip sync, expressions, eye behavior, and emotional performance for defined audio, scenes, languages, rigs, and target formats.
Motion capture cleanup turns a finite set of raw clips into usable animation through jitter reduction, foot and contact fixes, retargeting, trimming, loops, and polish.
Unity game development turns a defined concept into a testable mobile, PC, or WebGL build with scoped mechanics, content, UI, integrations, and performance targets.
Share a short brief and I’ll help define the scope, dependencies, and a realistic delivery window.
Tell me about the project