Single static asset
Convert one clean static model.
- One source file
- Geometry and scale check
- Basic material transfer
- One target format
- Validation report
3D Pipeline & Technical Art
GLB and FBX conversion translates a usable source asset into the requested format while checking geometry, materials, textures, scale, and animation support.
I first inspect the source file and target application because FBX, glTF, and GLB do not support every feature in the same way. Units, axes, hierarchy, normals, UVs, texture paths, material channels, skinning, and animation clips are checked before export.
The converted file is opened in the agreed destination or a suitable validator. Where a feature has no direct equivalent, I document the compromise and can bake or simplify it if that work is included.
Conversion cannot restore missing textures, broken rigs, corrupt geometry, or proprietary plug-in data. Source repair and substantial optimization are separate from a standard format conversion.
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.
Convert one clean static model.
Convert one textured, rigged, or animated asset.
Convert a defined batch of related assets.
Not always. Shader models, lights, constraints, and plug-in features differ between formats. I preserve supported data and document any necessary substitutions.
Often, yes, if the source data is valid and the target format supports it. I test the required clips and morph targets rather than assuming they transferred.
Basic cleanup can be included. Mesh decimation, texture resizing, compression targets, and web performance work need an optimization scope.
STL model preparation repairs and validates an existing mesh for the scale, wall thickness, tolerances, and downstream process you specify.
3D print model preparation adapts an approved mesh to the build volume, material, process, assembly method, and tolerances of your intended printer.
UV mapping unwraps an approved 3D model into a clean texture layout with seams, scale, padding, and tile strategy matched to its intended use.
3D retopology rebuilds dense or irregular geometry as a controlled mesh for animation, baking, real-time rendering, or easier downstream editing.
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.
Share a short brief and I’ll help define the scope, dependencies, and a realistic delivery window.
Tell me about the project