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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
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
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
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
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
| Scope | Prop Model | Rigged Character | Asset Pack |
|---|---|---|---|
| Scope | 1 prop | 1 character | up to 25 props or a modular kit |
| PBR textures | up to 2K | yes | shared trim sheet |
| Rig | none | humanoid | none |
| LODs | none | on request | LOD0 to LOD2 |
| Collisions | on request | none | yes |
| Timeline | 2-4 business days | 3-4 weeks | 4-6 weeks |
How a 3D game model is made
Brief1 day
Engine, triangle and texture budget, style and references or a character design.
1Blockout1-3 days
Simple shapes at scale, checked in your scene or next to the player character.
2Modelper package
The low poly mesh, plus a high poly one for baking where detail needs it.
3Texturesper package
UVs, map baking and painting PBR textures.
4Export1-2 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
Complexity
A crate is different work from a mechanical vehicle with moving parts.
- 2
High poly
Baking detail from a high poly model adds a whole stage of work.
- 3
Rig and deformation
A character for animation needs topology, a skeleton, skinning and motion tests.
- 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
| Engine | Up axis and unit | Normal map |
|---|---|---|
| Unity | Y up, 1 unit is 1 metre | OpenGL convention, green channel up |
| Unreal Engine | Z up, 1 unit is 1 centimetre | DirectX convention, green channel down |
| Godot | Y up, 1 unit is 1 metre | OpenGL convention, green channel up |
| Blender | Z up, 1 unit is 1 metre | OpenGL 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.
Let us start with a talk about your project
A free online consultation or a quote in the calculator.