Simple material set
One simple asset with up to two materials.
- Mesh preflight
- Up to 2 materials
- Basic bake maps
- Up to 2K exports
- Painter source file
3D Pipeline & Technical Art
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.
I inspect the mesh, UVs, naming, and bake requirements before painting. Material references, age, wear, manufacturing method, texel density, and target resolution are agreed so the surface treatment supports the asset rather than adding random detail.
The work can include mesh-map baking, material separation, hand-painted masks, decals, controlled wear, and reusable layers. Exports are configured for the specified metallic-roughness, specular-glossiness, or custom channel workflow.
Clean source geometry and usable UVs are prerequisites. Mesh repair, UV work, high-to-low baking fixes, paid materials, and engine shader setup are separate unless included in the package.
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 asset with up to two materials.
One detailed asset with layered PBR treatment.
A defined set of related assets with consistent materials.
The export preset is matched to your renderer or engine. Typical outputs include base color, normal, roughness, metallic, ambient occlusion, and any agreed opacity or emissive maps.
Yes, after a preflight. Poor UVs, overlapping shells, broken normals, or an unsuitable bake cage may need correction before texturing can begin.
No. Color management, lighting, shaders, normal orientation, and channel conventions vary. I configure and test against the target 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.
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.
Share a short brief and I’ll help define the scope, dependencies, and a realistic delivery window.
Tell me about the project