Service 3D Models for Unity & Unreal
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3D models for Unity and Unreal named, scaled and checked on import

Start a project

You name the engine and the version. We deliver assets that import cleanly: correct scale and axis, your naming, LODs the engine recognises, lightmap UVs and collision where you want them.

Service

Each engine has its own habits: the unit it expects, the axis that points up, how it recognises LODs, how it reads a packed texture. We build 3D models for Unity and Unreal Engine to those habits, so a file imports and works without a fix.

This page is for a technical artist, a producer or a developer who has been handed a model that came in sideways, at a hundred times its size, with missing textures and LODs that did not register. We set the export for the engine you name, check it by importing into that engine, and deliver with a short note on each asset. The library models on the 3D modelling section are set up the same way in their Mid tier.

What you get

  • 01

    Scale and axis correct

    Real-world scale in the unit your engine expects, up axis and forward axis set, pivot at the base, so placement is immediate.

  • 02

    LODs the engine recognises

    LOD0, LOD1 and LOD2 named and grouped the way Unity and Unreal detect them, with switching distances suggested.

  • 03

    Lightmap UVs included

    A second, non-overlapping UV set for static lighting, with padding set for the lightmap resolution you plan.

  • 04

    Collision on request

    Simple collision shapes or a reduced collision mesh, named to the engine's convention so it is picked up on import.

  • 05

    Textures packed for the engine

    Maps packed and named for your material setup, so materials assemble on import or with a single step.

  • 06

    Imported before delivery

    Every asset is imported into the engine you named and checked for scale, shading, LODs, collision and material assignment.

Work like this

Hard-surface objects modelled by the studio for product films; the sim-racing cockpits in our library are the real-time pieces.

American Tourister suitcase, frame from the 3D product film American Tourister — Suitcase3d product film — suitcase animation

What goes wrong on import, and what we do about it

The failures are familiar. The model arrives rotated, because the source and the engine disagree about which axis is up. It arrives tiny or huge, because of the unit. Materials come in grey, because the textures are not where the importer looks or are packed differently. LODs arrive as separate objects. Collision is missing, so the player walks through the table. None of these is hard to fix once; all of them cost time across a set of forty assets.

We settle each of these before export, by asking which engine and version you use and reading your project's conventions. Then we import the exported file into that engine ourselves and look at it.

What we need from your project

A short technical note from your side saves most of the questions. The list below is what we ask for; if you have no conventions yet, we propose a set and you approve it.

  • Engine and version
  • Target platform: PC, console, mobile, VR or browser via pixel streaming
  • Naming for meshes, materials, textures, LODs and collision
  • Texture packing and the material setup you use
  • Triangle budgets per asset or per LOD, and LOD count
  • Lightmap resolution, if lighting is baked
  • Whether collision should be simple shapes or a reduced mesh
  • A sample asset from your project that imports correctly

Unity and Unreal: the same model, two exports

The model is the same. The export is tuned per engine, because each has its own defaults for units, axes, LOD naming, collision naming and texture packing. The table shows what we set for each. If your project uses conventions of its own, those override the defaults.

What is setFor UnityFor Unreal Engine
FormatFBX, textures as separate filesFBX, textures as separate files
LODsNamed so the engine's LOD group picks them upNamed so the importer builds the LOD chain
CollisionSimple shapes, or a mesh marked as collisionCollision meshes named to the engine's convention
Lightmap UVsSecond UV set suppliedSecond UV set supplied, or generated on import if you prefer
Texture packingPacked to your material setupPacked to your material setup
CheckImported into the version you useImported into the version you use

How engine-ready models are priced

Engine setup is part of the model, so it is quoted with it: per model or per set, driven by the detail tier, the texture resolution and the number of LODs. Collision meshes and lightmap UVs are small additions and are listed in the quote so you can leave them out. If you already have models and only need them set up and checked for an engine, that is quoted as a setup job per model, which is much less than a build.

The quote names the engine and version, the conventions followed, and what was checked on import, alongside the usual list of models, formats, revision rounds and schedule.

Beyond games: walkthroughs and configurators

Unreal Engine is also what we use for interactive walkthroughs and apartment configurators, so the same asset discipline serves a developer's sales gallery as well as a game. Furniture, kitchenware and decor from our Indian library are built with the Mid tier for exactly this. If you are a real-time team outside games, the engine notes on this page apply to you unchanged.

How it runs

  1. 01

    Engine and conventions

    You name the engine, the version and the platform, and send your naming and packing conventions or a sample asset.

  2. 02

    Build

    Models are built or set up to the triangle budget, with LODs, lightmap UVs and collision as agreed.

  3. 03

    Export per engine

    Units, axes, names, LOD grouping and texture packing are set for the engine you named.

  4. 04

    Import and check

    We import the files into that engine and inspect scale, shading, LODs, collision and materials.

  5. 05

    Deliver with notes

    You receive the files and a short note per asset: budget, maps, LOD distances, anything to know.

Questions

How much does 3D modelling for Unity or Unreal cost?

Per model or per set, driven by detail tier, texture resolution and LOD count. Engine setup is included in the model's price; collision and lightmap UVs are listed as small items. Setting up models you already own is quoted as a separate per-model job.

Which file format do you deliver for Unity and Unreal?

FBX, with the textures as separate image files packed to your material setup. We can add GLB and USDZ if the same asset also goes to a web page or AR.

Do you deliver LODs that the engine recognises automatically?

Yes. LOD0, LOD1 and LOD2 are named and grouped the way each engine detects them, and we check that the LOD chain builds on import. We suggest switching distances in the delivery note.

Do the models include collision?

On request. We add simple collision shapes or a reduced collision mesh, named to the engine's convention, and check that the engine picks it up on import.

Do you include lightmap UVs?

Yes, when asked. A second non-overlapping UV set with padding suited to the lightmap resolution you plan. The Mid tier of every library model carries one.

Can you set up models we already have for our engine?

Yes. Send the files and your conventions. We fix scale, axes, naming, LOD grouping and texture packing, import them into your engine and report what we changed.

Which engine versions do you work with?

Tell us the version your project is on and we export and check against it. We do not list versions here because they change often.

Keep going

Get in touch

Name the engine, the version and the platform, and send a sample asset. The quote states what will be checked on import.

Clients

Developers, brands and studios we have made work for.

  • Piramal NextGen
  • Raymond
  • Clinique
  • Delta Corp
  • Gillette
  • Piramal Peninsula
  • JM Group
  • The G Story
  • Empire Living
  • Engage
  • Arch Sterix, Nigeria
  • The Croffle Guys
  • Bombay Design Lab
  • AND Design Co
  • QPC Group, Australia