Single asset
Prepare one approved model for Unreal Engine.
- One asset preflight
- Scale and pivot setup
- Basic material instance
- Collision setup
- Import test
3D Pipeline & Technical Art
Unreal Engine asset preparation turns approved models into correctly configured assets for a specified engine version, platform target, and rendering workflow.
I review geometry, normals, transforms, UV channels, texture conventions, pivots, sockets, and naming before import. The project version, target platform, Lumen or baked-lighting approach, and Nanite suitability are confirmed first.
Work can include material instances, texture settings, collision, LODs or Nanite configuration, lightmap checks, skeletal import settings, and folder organization. Assets are tested in a clean project matching the agreed version.
Nanite, Lumen, and virtual textures are not automatic choices for every asset or platform. Performance must be evaluated in the full project on target hardware; project-wide profiling is outside basic asset preparation.
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.
Prepare one approved model for Unreal Engine.
Prepare one complex asset with target-specific settings.
Prepare a defined pack of related Unreal assets.
No. Suitability depends on the asset, deformation, material features, target platform, and engine version. I document whether Nanite or conventional LODs are used.
Yes, provided platform budgets are defined. Mobile targets generally require stricter geometry, texture, shader, and lighting constraints than desktop or console.
Basic import and asset configuration are included. Blueprint systems, gameplay logic, level placement, and project-wide optimization are quoted separately.
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.
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.
Share a short brief and I’ll help define the scope, dependencies, and a realistic delivery window.
Tell me about the project