Simple asset
UV layout for one simple approved model.
- One asset
- Single-tile layout
- Distortion check
- Consistent padding
- Source file
3D Pipeline & Technical Art
UV mapping unwraps an approved 3D model into a clean texture layout with seams, scale, padding, and tile strategy matched to its intended use.
I inspect topology, hard edges, material groups, camera distance, target resolution, and the destination engine or renderer before placing seams. The goal is to balance distortion, hidden seam placement, texel density, and efficient use of texture space.
Layouts can use a single tile, mirrored shells, stacked elements, multiple material sets, UDIMs, or a separate lightmap channel. The chosen approach is documented because each has different memory, painting, and runtime implications.
UV mapping does not include texture painting or repair of unsuitable source topology unless stated. Models with severe non-manifold geometry or changing topology may need cleanup before a reliable layout can be produced.
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.
UV layout for one simple approved model.
UV layout for one detailed or multi-part asset.
UV layouts for a defined set of related assets.
Texel density controls how much texture resolution an object receives relative to its size. Consistent density prevents similar assets from appearing unevenly sharp.
Yes, after a topology preflight. Broken geometry or unsuitable topology may require a separate cleanup or retopology step.
Sometimes, but many real-time projects prefer fewer texture sets. The correct choice depends on the engine, asset type, memory budget, and virtual-texturing workflow.
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.
3D scene rendering turns an approved model or scene into final still images using agreed cameras, lighting, materials, resolution, and visual direction.
E-commerce product rendering creates a consistent set of product images for catalogs, marketplaces, and product pages from approved 3D models and materials.
360 product visualization renders an approved product from evenly spaced angles so customers can inspect it in a compatible spin viewer.
Share a short brief and I’ll help define the scope, dependencies, and a realistic delivery window.
Tell me about the project