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3D assets for game studios outsourced props and hard-surface work

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Your artists stay on characters and hero assets. We take the props, vehicles and set dressing, to your style guide, budgets and naming, and hand them back checked in your engine.

Who it is for

A game studio runs out of hands before it runs out of props. We are an outsourcing partner for props, hard-surface models and environment sets: built to your style guide and budgets, textured to your material standard, named to your conventions and checked in your engine before delivery.

This page is written for a producer, an art lead or an outsourcing manager. It says what we take on and what we do not, how a set is planned and reviewed, how work is quoted and what to send with the first brief. The studio is in Prabhadevi, Mumbai, with a team of seventeen, and works with studios in India and abroad over shared review links. Our own library of Indian props shows the standard, and every model in it turns on the 3D modelling section.

Where it helps

  • 01

    Props and set dressing

    Furniture, utensils, lamps, crates, carts, signs and clutter, planned as sets so a level can be dressed consistently.

  • 02

    Hard-surface objects

    Vehicles, machines, devices and cockpits with clean edges, moving parts separated, detail baked for the budget.

  • 03

    Environment pieces

    Modular walls, railings, stalls and shelving on your grid, so level designers can repeat and combine them.

  • 04

    Texturing passes

    Material sets for your existing assets, or a pass to bring older assets up to the current standard.

  • 05

    Optimisation

    Reducing, retopologising and adding LODs to assets that came in heavy from CAD, scans or a marketplace.

  • 06

    Indian scenes

    A library of 38 Indian props for a game set in India, usable as they are or as the base of a larger set.

Work in this field

Hard-surface products the studio has modelled and animated; the sim-racing cockpits in the library are the game-side proof.

Macro 3D render of the Gillette Fusion 5 razor head Gillette Fusion 5 — Product Film3d product rendering — hero campaign loop
American Tourister suitcase, frame from the 3D product film American Tourister — Suitcase3d product film — suitcase animation

What we take on, and what we leave

We take props, hard-surface objects, environment pieces, texturing and optimisation. We do not take characters, creatures, animation, rigging, VFX or code. That boundary is deliberate: it keeps us good at one kind of work and makes us easy to slot beside your character team or another vendor. For an indie studio we can be the whole asset supply for objects. For a larger studio we are usually one of several external prop teams, working to the same style guide as the others.

How a batch runs

External prop work fails when the first review happens too late. We front-load it.

  • A one-page plan per batch: object list by size class, triangle budgets per class and LOD, texel density, naming, pivot and axis conventions, delivery order
  • One object built first to the style guide, and approved by your art lead before the batch continues
  • Blockouts for every object at true scale, approved before detail
  • Turntables for textured objects, reviewed on a shared link
  • Delivery in batches, largest and most repeated objects first
  • Every file imported into your engine version by us, with a note per asset
  • A short set check once a batch is placed together in a level

What to send with the first brief

The more of this arrives with the brief, the fewer questions we ask. If some of it does not exist yet, say so and we propose it.

  • The style guide, or finished assets from the project that define the look
  • Engine and version, target platform, and a sample asset that imports correctly
  • Triangle and texture budgets, or the viewing distances so we can propose them
  • Naming, pivot, axis, LOD and collision conventions
  • The object list, or the level brief it should come from
  • Concept art and references for anything not yet designed
  • Who reviews on your side, and how quickly reviews turn round

How outsourced asset work is quoted

We quote per model or per set, never per hour, so the total is known before a batch starts. A set price breaks down to a price per object by size class, driven by detail tier, texture resolution and LOD count. New objects added mid-project take the same per-class price. Variants are quoted below new objects. If a batch includes optimisation of your existing assets or a texturing pass, those are listed as their own lines.

A quote for a studio also states the review points, the revision rounds per object, what happens when the object list changes, and the schedule by batch. Our cost guide sets out how to compare two vendors' quotes line by line.

Files, ownership and AI

Ask for the source files to be listed in the quote: the .blend, the high-poly where one was built, the texture working files and the engine exports. Ownership and usage rights are written into the quote as well, so nothing is left to assumption after delivery. On method, our models are built in Blender with our own procedural tooling and checked by hand. They are not generated by AI, and we confirm that in writing when a publisher's pipeline asks for it.

Questions

How much does outsourcing 3D assets to India cost?

We quote per model or per set, with a per-object price by size class driven by detail tier, texture resolution and LOD count. There is no hourly rate. Send a style guide, an object list and the engine, and the quote comes back by batch.

What kinds of assets do you take on?

Props, hard-surface objects such as vehicles and machines, modular environment pieces, texturing passes and optimisation of heavy assets. We do not take characters, animation, rigging, VFX or code.

Can you work to our style guide?

Yes. We build one object to the guide first and your art lead approves it before the batch continues. If the guide is still forming, send finished assets from the project and we work to those.

How do you handle reviews and revisions?

Blockouts are approved before detail, textured turntables before export, and every batch is checked in your engine. The revision rounds per object are written in the quote, and changes to the object list are handled at the same per-class price.

Do you deliver source files?

Yes, when the quote lists them: the .blend, the high-poly source, texture working files and the engine exports. Ask for them in the brief so they are included.

Are your assets made with AI?

No. They are built in Blender with our own procedural tooling and checked by hand, and we confirm this in writing when a publisher's pipeline requires it.

Can you build a game set in India?

Yes. Our library of 38 Indian props covers interiors, kitchen, pooja and decor, lighting, street and vehicles, and weddings. A set for an Indian level can start from it and be extended to the same standard. See Indian 3D models.

Where are you, and how do we work across time zones?

Prabhadevi, Mumbai. Reviews happen on shared links at your pace, and we schedule calls to overlap with your working day. Studios in Mumbai can visit.

Keep going

Get in touch

Send a style guide, the engine and a first object list. We reply with a batch plan and a quote per set.

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