Simple prop
Retopology for one simple prop or object.
- One source mesh
- Defined polygon target
- Clean normals
- Basic topology validation
- FBX or OBJ export
3D Pipeline & Technical Art
3D retopology rebuilds dense or irregular geometry as a controlled mesh for animation, baking, real-time rendering, or easier downstream editing.
Before rebuilding the mesh, I define the target platform, camera distance, silhouette requirements, deformation areas, subdivision needs, and triangle or vertex budget. Character topology is planned around joints and facial motion, while hard-surface topology prioritizes silhouette and shading.
The new mesh is checked for non-manifold geometry, normals, naming, scale, and deformation where a rig or pose test is included. UVs and bake cages can be added, but they are separate deliverables unless listed in the package.
A lower polygon count is not automatically better. The final density is chosen to preserve required form and motion within the agreed budget; engine performance still depends on materials, textures, rigging, scene complexity, and hardware.
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.
3D Pipeline & Technical Art · Delivery
Final pricing is provided after scope, deliverables, and integrations are confirmed.
Retopology for one simple prop or object.
Retopology for one detailed asset with functional edge flow.
Retopology for one complex character with agreed accessories.
The budget is set from the target platform, camera distance, silhouette, deformation, and material strategy. I confirm a range before production begins.
Not automatically. UV mapping, bake setup, and texture transfer can be added as separate pipeline stages.
Yes. Scan holes, noise, missing features, and scale must be assessed first because they may require cleanup or reconstruction before retopology.
3D texture creation builds the color, surface variation, wear, and supporting maps for an approved model and a clearly defined rendering workflow.
PBR material creation produces reusable, physically based surface maps and parameters for the engine, renderer, scale, and visual condition specified in the brief.
3D scene rendering turns an approved model or scene into final still images using agreed cameras, lighting, materials, resolution, and visual direction.
E-commerce product rendering creates a consistent set of product images for catalogs, marketplaces, and product pages from approved 3D models and materials.
360 product visualization renders an approved product from evenly spaced angles so customers can inspect it in a compatible spin viewer.
3D logo animation turns an approved vector mark into a short, purposeful reveal or intro for the platforms and duration defined in the brief.
Share a short brief and I’ll help define the scope, dependencies, and a realistic delivery window.
Tell me about the project