Single weapon
One simple weapon model and texture.
- One weapon model
- Basic PBR textures
- UV layout
- One target format
Game Development & Assets
3D weapon modeling creates a defined realistic or stylized weapon asset around an agreed engine, camera distance, polygon budget, textures, moving parts, and formats.
Weapon assets need accurate proportion, readable silhouette, controlled detail, and a clear real-time budget. I define type, reference rights, first-person or third-person view, moving components, texture resolution, engine, and damage or wear style first.
The workflow can include high-detail source geometry, optimized low poly, UVs, baking, PBR textures, separate moving parts, and selected exports. Functional animation, firing effects, gameplay code, and historical engineering validation are separate.
This service creates digital assets for lawful creative use. The client is responsible for appropriate project context and rights to supplied references. Performance is tested against the agreed sample setup, not every game configuration.
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 weapon model and texture.
One detailed hero weapon with wear and moving parts.
A coordinated finite weapon set.
Price depends on asset count, detail, camera distance, textures, moving parts, source references, engine, formats, and revisions.
I deliver agreed formats such as FBX, OBJ, or GLB and test one documented engine import when included.
Yes. Geometry, textures, materials, and moving parts are built to an agreed budget, while total game performance depends on the complete project.
3D vehicle modeling creates a defined realistic or stylized vehicle around approved proportions, target use, polygon and texture budgets, moving parts, and formats.
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.
Share a short brief and I’ll help define the scope, dependencies, and a realistic delivery window.
Tell me about the project