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Custom 3D game assets: props, environments and rigged characters ready for your engine

We model 3D game assets: props, modular environment pieces and rigged characters. Low poly models with PBR textures, LODs and collisions are delivered as FBX or glTF, set up for Unity, Unreal or Godot. A single prop starts at 400 PLN net.

Price
from 400 PLN
Timeline
2-4 business days
Copyright
Full
In short

How much does a 3D game model cost?

A simple prop starts at 400 PLN net, a rigged character at 3,200 PLN, and a pack of up to 25 props or a modular environment at 7,500 PLN. FBX for Unity and Unreal or glTF for Godot, with PBR textures as PNG and the Blender source file.

Price
from 400 PLN
Timeline
2-4 business days

What you get in a 3D game asset project

We check every model after import into the engine: scale, axes, normals and materials.

  • Low poly model

    A mesh within the agreed triangle budget, with clean topology where it deforms.

  • PBR textures

    Base colour, normal, roughness, metallic and ambient occlusion, packed the way your engine needs.

  • LODs

    Lighter versions of the model for distant views, prepared in the asset pack.

  • Collisions

    Simplified collision meshes named to the engine's conventions.

  • Character rig

    A skeleton and skinning compatible with Unity's humanoid and Unreal retargeting.

  • Source files

    The Blender file, the high poly model and the texture project, where they were made.

A model that looks good and does not eat your frame rate

A 3D game model is a compromise between looks and performance. The same armchair can have a hundred thousand triangles in an interior visualisation and a few hundred in a game with a hundred other objects on screen. A good game asset looks rich because textures carry the detail, not the polygon count.

We model to a budget agreed with you at the start: triangle count, texture resolution, texel density and number of materials. That way new models match the rest of the game and do not cost more performance than you planned.

We make props, meaning items and furnishings, modular kits for building levels, and characters. Characters get a rig, a skeleton for animation, set up to work with your engine's animation system.

This service is for games. Product visualisations, packshots and promotional animation are part of the separate 3D design service, and VTuber models have their own VTuber model service.

3D game asset glossary

Low poly and high poly

High poly is a detailed model whose detail we bake into textures. The light low poly model goes into the game.

PBR

Physically based materials: colour, roughness and metalness described by maps, so the model looks right in any lighting.

LOD

Successively lighter versions of a model that the engine shows as the object gets further from the camera.

Texel density

Texture pixels per metre of surface. Even density keeps neighbouring objects equally sharp.

Trim sheet

A shared texture with strips of detail used by many environment models. It saves memory and keeps the style.

Packages and prices

Net prices. Anything beyond a package is quoted before we start.

Prop Model

One game prop: an item or furnishing with PBR textures.

from400 PLN

2-4 business days

  • 1 low poly model, for example a crate, barrel or lamp
  • PBR textures up to 2K
  • Unwrapped UVs
  • FBX or glTF export
  • Blender source file
Choose this package

Most chosen

Rigged Character

A 3D character from your design or character sheet, ready for animation.

from3,200 PLN

3-4 weeks

  • Low poly character model with PBR textures
  • High poly model for baking detail, where the style needs it
  • Humanoid rig and skinning
  • Test on sample animations in the engine
  • Source files
Choose this package

Asset Pack

A set of props or a modular environment for building a level in one style.

from7,500 PLN

4-6 weeks

  • Up to 25 props or a modular environment kit
  • Shared texel density and a trim sheet
  • LOD0 to LOD2
  • Collision meshes
  • A test scene with the assets laid out
  • Source files
Choose this package

Net prices in PLN, starting from the amount shown for the scope described. We reserve about 15% of the project time for revisions, so a bigger project gets proportionally more time for changes. Anything beyond the package is quoted before we start.

Package comparison

ScopeProp ModelRigged CharacterAsset Pack
Scope1 prop1 characterup to 25 props or a modular kit
PBR texturesup to 2Kyesshared trim sheet
Rignonehumanoidnone
LODsnoneon requestLOD0 to LOD2
Collisionson requestnoneyes
Timeline2-4 business days3-4 weeks4-6 weeks

How a 3D game model is made

  1. Brief1 day

    Engine, triangle and texture budget, style and references or a character design.

    1
  2. Blockout1-3 days

    Simple shapes at scale, checked in your scene or next to the player character.

    2
  3. Modelper package

    The low poly mesh, plus a high poly one for baking where detail needs it.

    3
  4. Texturesper package

    UVs, map baking and painting PBR textures.

    4
  5. Export1-2 days

    FBX or glTF, LODs, collisions and an import test in the engine.

    5

We reserve about 15% of the project time for revisions. The cheapest moment for changes is the blockout: simple shapes at scale show the proportions before detail and textures exist.

What 3D game asset pricing depends on

The price depends on model complexity, texture quality and whether the model deforms.

  1. 1

    Complexity

    A crate is different work from a mechanical vehicle with moving parts.

  2. 2

    High poly

    Baking detail from a high poly model adds a whole stage of work.

  3. 3

    Rig and deformation

    A character for animation needs topology, a skeleton, skinning and motion tests.

  4. 4

    Technical requirements

    LODs, collisions and a tight triangle budget mean extra versions and tests.

How not to overpay

  • Set a budget before modelling
  • Order a modular kit instead of single models
  • Use a shared trim sheet
  • Prepare a character sheet with three views

Who we make 3D game assets for

  • Indie studios

    When the game needs props and environments while the team focuses on code.

  • Prototype developers

    When placeholder cubes need to become models before a pitch or demo.

  • Studios in production

    When the asset list grows faster than the art team.

  • VR developers

    When models are seen up close and have to stay light at the same time.

  • Mod and map makers

    When a custom map or mod needs models in the style of the game.

What to prepare before ordering 3D models

Sample assets from the game and information about the engine help most.

0 / 6 ready

  • Engine, version and render pipeline
  • Triangle and texture budget, or the target platform
  • A list of models with references or designs
  • Sample game assets or a test scene
  • Naming conventions and folder structure
  • For characters: a character sheet and a list of animations

Export settings for engines

Engines differ in axes, units and normal map conventions. A model set up for one engine can be rotated, tiny or wrongly lit in another.
EngineUp axis and unitNormal map
UnityY up, 1 unit is 1 metreOpenGL convention, green channel up
Unreal EngineZ up, 1 unit is 1 centimetreDirectX convention, green channel down
GodotY up, 1 unit is 1 metreOpenGL convention, green channel up
BlenderZ up, 1 unit is 1 metreOpenGL convention, which we work in

Formats: FBX for Unity and Unreal, glTF for Godot. Textures are packed into the channels your project's materials use.

3D game models: budget, style and engine

A budget before modelling

Every game has performance limits that depend on the platform, the camera and the number of objects on screen. A top-down mobile game needs different models from a PC game with a close camera. That is why we set a budget before modelling: triangles, texture resolution and materials per object.

If you do not know these numbers yet, we help set them based on the platform and similar games. It is better to start with a sensible budget and test it in a scene than to make twenty models that later need slimming down.

Consistent with the rest of the game

A model that is beautiful on its own can look out of place in a scene if it has a different texel density, level of detail or texture painting style from everything else. That is why we ask for sample assets or a test scene and check every model next to them.

In the asset pack we agree a shared texel density and a trim sheet, a texture with strips of detail shared by many models. The set looks like one place, and the engine loads fewer textures.

Environments from a modular kit

A game level does not have to be modelled as one piece. It is faster and cheaper to build it from modules: wall sections, floors, stairs, arches and decorations that snap together on a grid of a set size. A level designer can assemble many different places from one kit, and changing a layout does not need new modelling.

For a modular kit we agree the grid, for example one or two metres, the pivot of each piece and how edges connect. We also deliver a test scene where the modules are assembled into a sample piece of a level, so you can see how they work together.

A character ready for animation

A game character needs topology that bends well: extra loops at the elbows, knees and shoulders, and in the face around the eyes and mouth. Without them, movement looks like a rubber doll, however good the animation is.

We set up the rig to work with your engine's animation system, such as Unity's humanoid or retargeting in Unreal. Before delivery we test the character on sample animations in the engine, so you can see how the skinning behaves in motion.

Questions before you order

Let us start with a talk about your project

A free online consultation or a quote in the calculator.