The outcome

Deliver a licensed 3D asset that meets measured topology, texture, scale, rig, and runtime requirements.

Step by step

A workflow you can repeat.

  1. 01

    Define silhouette, dimensions, style, polygon and material budget, topology, UVs, textures, rig, animations, formats, engine, platform, license, and acceptance tests.

  2. 02

    Submit an authorized prompt or clean multi-view concept, create geometry previews first, and select on silhouette and proportion before texture refinement.

  3. 03

    Download and inspect scale, normals, watertightness, intersections, topology, UVs, texture seams, materials, likeness, and protected design similarity in a 3D editor.

  4. 04

    Retopologize, unwrap, bake, correct textures, set pivots and collisions, rig and weight where needed, and preserve the generated source as a separate derivative.

  5. 05

    Import into the target engine, test animation, lighting, LODs, memory, draw calls, physics, and hardware performance, then archive task IDs, plan license, edits, and attribution.

Working standard

What good use looks like.

  • Approve geometry before texturing.
  • Treat generation as a draft mesh.
  • Test the final asset in-engine.

Official references

Check the current product documentation.