I make models that are truly engine-ready: retopology within a poly budget, clean UVs, baked normals from the high-poly sculpt, and PBR textures. Characters, props and environment — for Unity, Unreal or your pipeline.
/ What's included
[+]Retopology within a given poly budget
[+]UV unwrap without overlaps (where required)
[+]Map baking: normal, AO, curvature
[+]PBR textures (Substance)
[+]Low-poly + high-poly sources
[+]FBX/GLTF export with an engine check
/ Process
01
Spec
We fix the poly budget, texel density, engine and style.
02
Sculpt
High-poly sculpt or clean modeling per the task.
03
Retopo & textures
Low-poly, UVs, baking, PBR textures.
04
Check
Engine check, shading fixes, file delivery.
Game-ready prop set: chest, potions, lantern and barrel