Single vehicle
One simple vehicle with basic textures.
- One vehicle model
- Basic PBR textures
- UV layout
- One target format
Game Development & Assets
3D vehicle modeling creates a defined realistic or stylized vehicle around approved proportions, target use, polygon and texture budgets, moving parts, and formats.
Vehicle modeling starts with reliable references, overall proportions, camera distance, interior scope, wheel and door requirements, texture resolution, and the target engine or renderer. Missing dimensions are documented as visual assumptions.
The workflow can include detailed source geometry, optimized real-time geometry, UVs, PBR textures, separate wheels, doors, steering, and selected wear. Rigging, suspension simulation, driving code, damage systems, and certified engineering are separate.
A game version and a higher-detail visualization version can be produced when both are included. Real-time performance depends on the full scene, shaders, code, physics, 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.
Game Development & Assets · Delivery
Final pricing is provided after scope, deliverables, and integrations are confirmed.
One simple vehicle with basic textures.
One detailed vehicle with finite moving parts.
A coordinated finite set of vehicles.
Yes, when the relevant components are modeled separately and listed in scope. Rigging or physics behavior is a separate requirement.
Yes, if both are included. They use different geometry, texture, material, and validation targets.
I deliver the selected FBX, OBJ, GLB, or source format and document the target software version.
3D furniture modeling creates a defined piece or coordinated set from approved dimensions and references for real-time scenes, interiors, catalogs, or rendering.
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.
Share a short brief and I’ll help define the scope, dependencies, and a realistic delivery window.
Tell me about the project