Simple asset
One simple hard-surface or organic asset.
- One defined asset
- Clean base topology
- Basic UV layout
- Maya source and one export
3D Pipeline & Technical Art
Maya 3D modeling creates organized production assets for animation, rendering, games, or visualization according to your references and target pipeline.
I build the agreed object, prop, environment element, or character in Autodesk Maya from supplied drawings, photographs, measurements, or concept art. Before modeling, we define the intended camera distance, deformation needs, polygon budget, and delivery formats.
The scene is organized with named objects, sensible transforms, and topology appropriate to the stated use. UVs, materials, rigging, animation, and rendering are included only when the selected package lists them.
Delivery can include the Maya source scene and agreed interchange formats. Compatibility is tested against the software versions named in the brief; third-party plug-ins and licensed assets require valid client licenses.
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 hard-surface or organic asset.
One moderately detailed production asset.
A defined set of related Maya assets.
The editable Maya scene and the FBX, OBJ, or Alembic exports listed in the proposal are included. Version and plug-in requirements are confirmed before work starts.
Yes. Deformation-friendly topology can be planned during modeling. Rigging, skinning, and animation are separate deliverables unless included in the package.
Yes, but accurate proportions require clear views, dimensions, or calibrated reference. Missing views are interpreted and documented rather than treated as measured fact.
3ds Max modeling produces clean product, furniture, architectural, and visualization assets for the dimensions, renderer, and output you specify.
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.
Share a short brief and I’ll help define the scope, dependencies, and a realistic delivery window.
Tell me about the project