Single object
One simple object for visualization.
- One defined object
- Correct scale
- Clean modifiers
- Basic UVs
- MAX and FBX delivery
3D Pipeline & Technical Art
3ds Max modeling produces clean product, furniture, architectural, and visualization assets for the dimensions, renderer, and output you specify.
I model from drawings, measurements, CAD references, or photography and establish scale before adding detail. Modifier-based workflows are used where they improve editability, while geometry is kept appropriate for the planned camera distance and renderer.
The project can include UVs, material slots, smoothing, and basic scene assembly. Detailed materials, lighting, animation, and final rendering are separate unless they appear in the agreed package.
Source scenes are prepared for the specified 3ds Max and renderer versions. Commercial renderer licenses, paid assets, and third-party plug-ins are not included unless the proposal states otherwise.
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.
One simple object for visualization.
One detailed product, furniture, or scene asset.
A defined set of related visualization assets.
Yes. The renderer and version must be agreed in advance. Detailed shader creation and final lighting are included only when listed in the package.
Usually. I first inspect scale, layers, open surfaces, and curve quality. CAD cleanup or remodeling may be required before a render-ready mesh can be produced.
Yes, when source delivery is included. The proposal records the 3ds Max version, renderer, plug-ins, and any licensed dependencies needed to open it.
ZBrush sculpting develops high-resolution characters, creatures, collectibles, and surface detail from an approved concept and clearly defined final use.
Substance Painter texturing gives an approved 3D asset a consistent PBR surface treatment and exports maps for the renderer or engine named in the brief.
Unity 3D asset preparation converts approved models into correctly scaled, organized, and tested prefabs for a specified Unity render pipeline and version.
Unreal Engine asset preparation turns approved models into correctly configured assets for a specified engine version, platform target, and rendering workflow.
GLB and FBX conversion translates a usable source asset into the requested format while checking geometry, materials, textures, scale, and animation support.
STL model preparation repairs and validates an existing mesh for the scale, wall thickness, tolerances, and downstream process you specify.
Share a short brief and I’ll help define the scope, dependencies, and a realistic delivery window.
Tell me about the project