Game Services
Engine-ready props and environment kits for production teams.
Built for repeat batches: locked scale, naming, LODs, collisions, QA.

Hero Hard-Surface Props
Close-up hero assets with
clean bakes, LODs, attachments.

Interactive Props
Doors, panels, and utility props
with pivots, LODs, clean naming.

Worldbuilding Clutter Packs
Set dressing packs built
for fast placement and reuse.
Pipeline-Ready Packs
All samples shown are VertexVeda3D work.

Hero Hard-Surface Props
Example shown for close-view production quality.
• Modular attachment system
• Production-ready texture set
• Full LOD chain01 | Hero asset overview
Single-asset production depth
— built for close-camera reads, clean engine handoff, and reuse across hero prop workflows.

Close-Up Detail Fidelity
Surface wear, material response, and baked detail
built to hold up in hero close-camera framing.
Designed to remain convincing in near-camera shots.
• High-poly baked surface detail
• Clear material separation across surface types
• Readable mechanical detail at close distance
• Surface breakup without noise02 | Close-up detail

In-Context Placement
Demonstrated beyond studio lighting for portfolio and production use.
03 | In-Context Placement

Surface Storytelling
Close-up material treatment designed to keep wear readable, varied,
and intentional across surfaces.
Wear and finish logic applied as deliberate art direction.
• Distinct response across wood and metal
• Controlled finish variation instead of uniform damage
• Edge wear follows handling logic
04 | Surface storytelling

Functional Breakdown
Hero prop shown across core assemblies and attachments for readable detail,
material control, and variant-ready presentation.
Structured to support detailing, material control, and animation or variant pipelines.
• Receiver, barrel, furniture, and magazine clearly grouped
• Magazine and attachments exported as independent, animation-ready assets
• Clear material and form separation
• Built for close inspection and variant-ready use
05 | Functional breakdown

Modular Configuration
Base and attachment variants presented from a shared weapon foundation.
Base and attachment variants built from a shared prop foundation.
• Attachments added without rebuilding the base
• Consistent materials and presentation across variants
• Component-based construction
Base
Suppressor
Optic
Full Kit
06 | Modular configuration

Bake Foundation
Surface detail baked from high-poly, readable at production resolution.
High-poly detail transferred, verified, and ready for production pipeline.
• High-poly form discipline
• Clean normal bake with no errors
• Detail transfer verified at production resolution
Baked surface relief
Baked close-up
Low poly with texture overlay
Normal map preview
Low poly
High poly
07 | Bake foundation

LOD Chain
Reduction tuned for camera distance —
from hero close-camera detail to background shadow casting.
Reduction logic follows camera distance conventions for real-time deployment.
• LOD0 for hero close-camera use
• LOD1–2 for mid and background distance
• LOD3 for shadow casting only
8,222 TRI
19,202 TRI
30,691 TRI
80,000 TRI
08 | LOD chain

UV Layout
UVs organized for texel consistency, clean bake support,
and efficient texture usage across a detailed hero asset.
Prepared for clean texturing and stable material results.
• Fully unique UVs — no overlaps
• Consistent texel density across all surfaces
• Clean UVs for stable baking and material consistency
09 | UV layout

PBR Material Stack
PBR texture set organized for readable materials, efficient memory use,
and dependable engine integration.
Built for believable response under real-time lighting.
Base color
Normal map
Packed ORM
UV layout
10 | PBR material stack

Collision Setup
Simple collision built for predictable interaction and clean engine placement
Prepared for practical use inside game scenes.
• Proxy-based setup — matched to mesh silhouette
• Physics-sim compatible
• Clean bounding logic with no unnecessary complexity
11 | Collision setup

Pipeline-Ready Handoff
Clean naming, organized files, and engine-ready packaging
prepared for fast integration into studio workflows.
Prepared for clean delivery into game art pipelines.
QA Checklist
Correct pivotsUniform base scaleClear naming schemeLOD0, 1, 2 readySimple collision readyTriangle limitTexel densityAsset_List.csvNaming_Guide.txtQA_Checklist.txt01_Meshes02_Materials03_Textures04_Decals05_Previews06_Documentation07_Source12 | Handoff structure
Sample Asset Naming
SM_WP_AK47_ASM_WP_AK47_Mag_ASM_WP_AK47_Suppressor_AM_WP_AK47_MasterT_WP_AK47_BCT_WP_AK47_ORM

Interactive Asset Review
Full pack built to the same standard
Delivered as standard 3D files for web teams to embed.
13 | Interactive preview
Concept model for pipeline demonstration. Not a real product.
Game Services
Engine-ready props and environment kits for production teams.
Built for repeat batches: locked scale, naming, LODs, collisions, QA.

Hero Hard-Surface Props
Close-up hero assets with
clean bakes, LODs, attachments.

Interactive Props
Doors, panels, and utility props
with pivots, LODs, clean naming.

Worldbuilding Clutter Packs
Set dressing packs built
for fast placement and reuse.
Pipeline-Ready Packs
All samples shown are VertexVeda3D work.

Hero Hard-Surface Props
Example shown for close-view production quality.
• Modular attachment system
• Production-ready texture set
• Full LOD chain01 | Hero asset overview
Single-asset production depth
— built for close-camera reads, clean engine handoff, and reuse across hero prop workflows.

Close-Up Detail Fidelity
Surface wear, material response, and baked detail
built to hold up in hero close-camera framing.
Designed to remain convincing in near-camera shots.
• High-poly baked surface detail
• Clear material separation across surface types
• Readable mechanical detail at close distance
• Surface breakup without noise02 | Close-up detail

In-Context Placement
Demonstrated beyond studio lighting for portfolio and production use.
03 | In-Context Placement

Surface Storytelling
Close-up material treatment designed to keep wear readable, varied,
and intentional across surfaces.
Wear and finish logic applied as deliberate art direction.
• Distinct response across wood and metal
• Controlled finish variation instead of uniform damage
• Edge wear follows handling logic
04 | Surface storytelling

Functional Breakdown
Hero prop shown across core assemblies and attachments for readable detail,
material control, and variant-ready presentation.
Structured to support detailing, material control, and animation or variant pipelines.
• Receiver, barrel, furniture, and magazine clearly grouped
• Magazine and attachments exported as independent, animation-ready assets
• Clear material and form separation
• Built for close inspection and variant-ready use
05 | Functional breakdown

Modular Configuration
Base and attachment variants presented from a shared weapon foundation.
Base and attachment variants built from a shared prop foundation.
• Attachments added without rebuilding the base
• Consistent materials and presentation across variants
• Component-based construction
Base
Suppressor
Optic
Full Kit
06 | Modular configuration

Bake Foundation
Surface detail baked from high-poly, readable at production resolution.
High-poly detail transferred, verified, and ready for production pipeline.
• High-poly form discipline
• Clean normal bake with no errors
• Detail transfer verified at production resolution
Baked surface relief
Baked close-up
Low poly with texture overlay
Normal map preview
Low poly
High poly
07 | Bake foundation

LOD Chain
Reduction tuned for camera distance —
from hero close-camera detail to background shadow casting.
Reduction logic follows camera distance conventions for real-time deployment.
• LOD0 for hero close-camera use
• LOD1–2 for mid and background distance
• LOD3 for shadow casting only
8,222 TRI
19,202 TRI
30,691 TRI
80,000 TRI
08 | LOD chain

UV Layout
UVs organized for texel consistency, clean bake support,
and efficient texture usage across a detailed hero asset.
Prepared for clean texturing and stable material results.
• Fully unique UVs — no overlaps
• Consistent texel density across all surfaces
• Clean UVs for stable baking and material consistency
09 | UV layout

PBR Material Stack
PBR texture set organized for readable materials, efficient memory use,
and dependable engine integration.
Built for believable response under real-time lighting.
Base color
Normal map
Packed ORM
UV layout
10 | PBR material stack

Collision Setup
Simple collision built for predictable interaction and clean engine placement
Prepared for practical use inside game scenes.
• Proxy-based setup — matched to mesh silhouette
• Physics-sim compatible
• Clean bounding logic with no unnecessary complexity
11 | Collision setup

Pipeline-Ready Handoff
Clean naming, organized files, and engine-ready packaging
prepared for fast integration into studio workflows.
Prepared for clean delivery into game art pipelines.
QA Checklist
Correct pivotsUniform base scaleClear naming schemeLOD0, 1, 2 readySimple collision readyTriangle limitTexel densityAsset_List.csvNaming_Guide.txtQA_Checklist.txt01_Meshes02_Materials03_Textures04_Decals05_Previews06_Documentation07_Source12 | Handoff structure
Sample Asset Naming
SM_WP_AK47_ASM_WP_AK47_Mag_ASM_WP_AK47_Suppressor_AM_WP_AK47_MasterT_WP_AK47_BCT_WP_AK47_ORM

Interactive Asset Review
Full pack built to the same standard
Delivered as standard 3D files for web teams to embed.
13 | Interactive preview
Concept model for pipeline demonstration. Not a real product.
Game Services
Engine-ready props and environment kits.
Built for repeat batches:
locked scale, naming, LODs, collisions, QA.

Hero Hard-Surface Props
Close-up hero assets with
clean bakes, LODs, attachments.

Interactive Props
Doors, panels, and utility props
with pivots, LODs, clean naming.

Worldbuilding Clutter Packs
Set dressing packs built
for fast placement and reuse.
Pipeline-Ready Packs
All samples shown are VertexVeda3D work.

Hero Hard-Surface Props
Single-asset production depth — built for close-camera reads,
clean engine handoff, and reuse across hero prop workflows.

Close-Up Detail Fidelity
Surface wear, material response, and baked detail
built to hold up in hero close-camera framing.

In-Context Placement

Surface Storytelling
Close-up material treatment designed to keep wear readable,
varied, and intentional across surfaces.

Functional Breakdown
Hero prop shown across core assemblies and attachments
for readable detail, material control, and variant-ready presentation.

Modular Configuration
Base and attachment variants presented from a shared weapon foundation.
Base
Suppressor
Full Kit
Optic

Bake Foundation
Surface detail baked from high-poly, readable at production resolution.
High poly
Low poly
Baked relief
Normal map preview
Low poly with texture overlay
Baked close-up

LOD Chain
Reduction tuned for camera distance,
from hero close-camera detail to background shadow casting.
19,202 TRI
30,691 TRI
80,000 TRI
8,222 TRI

UV Layout
UVs organized for texel consistency, clean bake support,
and efficient texture usage across a detailed hero asset.

PBR Material Stack
PBR texture set organized for readable materials,
efficient memory use, and dependable engine integration.
UV layout
Packed ORM
Normal map
Base color

Collision Setup
Simple collision built for predictable interaction
and clean engine placement

Pipeline-Ready Handoff
Clean naming, organized folders, and engine-ready packaging
01_Meshes02_Materials03_Textures04_Decals05_Previews06_Documentation07_SourceAsset_List.csvNaming_Guide.txtQA_Checklist.txtQA Checklist
Correct pivotsUniform base scaleClear naming schemeLOD0, 1, 2 readySimple collision readyTriangle limitTexel densitySample Asset Naming
SM_WP_AK47_ASM_WP_AK47_Mag_ASM_WP_AK47_Suppressor_AM_WP_AK47_MasterT_WP_AK47_BCT_WP_AK47_ORM

Interactive Asset Review
Game Services
Engine-ready props and environment kits for production teams.
Built for repeat batches: locked scale, naming, LODs, collisions, QA.

Hero Hard-Surface Props
Close-up hero assets with
clean bakes, LODs, attachments.

Interactive Props
Doors, panels, and utility props
with pivots, LODs, clean naming.

Worldbuilding Clutter Packs
Set dressing packs built
for fast placement and reuse.
Hero Hard-Surface Props
All samples shown are VertexVeda3D work.

Hero Hard-Surface Props
Single-asset production depth — built for close-camera reads, clean engine handoff, and reuse across hero prop workflows.
• Modular attachment system
• Production-ready texture set
• Full LOD chainExample shown for close-view production quality.
01 | Hero asset overview

Close-Up Detail Fidelity
Surface wear, material response, and baked detail built to hold up in hero close-camera framing.
• High-poly baked surface detail
• Clear material separation across surface types
• Readable mechanical detail at close camera distance
• Surface breakup without noiseDesigned to remain convincing in near-camera shots.
02 | Close-up detail

In-Context Placement
Demonstrated beyond studio lighting for portfolio and production use.
03 | In-Context Placement

Surface Storytelling
Close-up material treatment designed to keep wear readable, varied, and intentional across surfaces.
Wear and finish logic applied as deliberate art direction.
04 | Surface storytelling
• Distinct response across wood and metal
• Controlled finish variation instead of uniform damage
• Edge wear follows handling logic
Functional Breakdown
Hero prop shown across core assemblies and attachments for readable detail, material control, and variant-ready presentation.
Structured to support detailing, material control, and animation or variant pipelines.
05 | Functional breakdown
• Receiver, barrel, furniture, and magazine clearly grouped
• Magazine and attachments exported as independent, animation-ready assets
• Clear material and form separation
• Built for close inspection and variant-ready use

Modular Configuration
Base and attachment variants presented from a shared weapon foundation.
Base and attachment variants built from a shared prop foundation.
06 | Modular configuration
• Attachments added without rebuilding the base
• Consistent materials and presentation across variants• Component-based construction
Full Kit
Optic
Suppressor
Base

Bake Foundation
Surface detail baked from high-poly, readable at production resolution.
High-poly detail transferred, verified, and ready for production pipeline.
07 | Bake foundation
• High-poly form discipline
• Clean normal bake with no errors
• Detail transfer verified at production resolutionHigh poly
Low poly
Normal map preview
Low poly with texture overlay
Baked close-up
Baked surface relief

LOD Chain
Reduction tuned for camera distance — from hero close-camera detail to background shadow casting.
• LOD0 for hero close-camera use
• LOD1–2 for mid and background distance
• LOD3 for shadow casting only80,000 TRI
30,691 TRI
19,202 TRI
8,222 TRI
X0X0X0
Reduction logic follows camera distance conventions for real-time deployment.
08 | LOD chain

UV Layout
UVs organized for texel consistency, clean bake support, and efficient texture usage across a detailed hero asset.
• Fully unique UVs — no overlaps
• Consistent texel density across all surfaces
• Clean UVs for stable baking and material consistencyPrepared for clean texturing and stable material results.
09 | UV layout

PBR Material Stack
PBR texture set organized for readable materials, efficient memory use, and dependable engine integration.
UV layout
Packed ORM
Normal map
Base color
Built for believable response under real-time lighting.
10 | PBR material stack

Collision Setup
Simple collision built for predictable interaction and clean engine placement.
• Proxy-based setup — matched to mesh silhouette
• Physics-sim compatible
• Clean bounding logic with no unnecessary complexityPrepared for practical use inside game scenes.
11 | Collision setup

Pipeline-Ready Handoff
Clean naming, organized files, and engine-ready packaging prepared
for fast integration into studio workflows.
• Clear asset naming
• Structured source and export folders
• Ready for import and reuse
01_Meshes02_Materials03_Textures04_Decals05_Previews06_Documentation07_SourceAsset_List.csvNaming_Guide.txtQA_Checklist.txtQA Checklist
Correct pivotsUniform base scaleClear naming schemeLOD0, 1, 2 readySimple collision readyTriangle limitTexel densitySample Asset Naming
SM_WP_AK47_ASM_WP_AK47_Mag_ASM_WP_AK47_Suppressor_AM_WP_AK47_MasterT_WP_AK47_BCT_WP_AK47_ORM
Prepared for clean delivery into game art pipelines.
12 | Handoff structure

Interactive Asset Review
Full pack built to the same standard
Delivered as standard 3D files for web teams to embed.
13 | Interactive preview
Concept model for pipeline demonstration. Not a real product.
Built for repeat orders
Best for
Mid-size teams needing reliable assets each sprint.
Teams needing reliable assets each sprint.
Not for
Exploration-heavy work or frequent style resets.
Exploration-heavy work or frequent style resets.
Outputs
Engine-ready packs with LODs, collisions, QA manifest.
Engine-ready packs with LODs, collisions,
QA manifest.
Predictable production. Clean handoff.
Predictable production. Clean handoff.
Award-winning studio with international recognition: 2nd Prize One Car Challenge 2025, 1st Place Shapelab x Blender 2025.
Award-winning studio with international recognition:
2nd Prize One Car Challenge 2025, 1st Place Shapelab x Blender 2025.
Award-winning studio (with international recognition):
2nd Prize One Car Challenge 2025 (3D models.org),
1st Place Shapelab x Blender 2025.
Client — Scalise Artworks
61 production assets delivered for "Island Keeper". Ongoing.
"VertexVeda3D delivered production assets for Island Keeper that met publisher requirements and integrated cleanly into our workflow.
Communication was clear, revisions were handled without friction, and delivery was reliable throughout. A professional collaboration we would return to."
— Artyom, Scalise Artworks Island Keeper — Published by Ultimate Games S.A.
Assets credited in-game.
Client — Scalise Artworks
61 production assets delivered for "Island Keeper". Ongoing.
"VertexVeda3D delivered production assets for Island Keeper that met publisher requirements
and integrated cleanly into our workflow.
Communication was clear, revisions were handled without friction, and delivery was reliable throughout.
A professional collaboration we would return to."
— Artyom, Scalise Artworks Island Keeper — Published by Ultimate Games S.A.
Assets credited in-game.
Client — Scalise Artworks
61 assets delivered for "Island Keeper". Ongoing.
"VertexVeda3D delivered production assets
for Island Keeper that met publisher requirements
and integrated cleanly into our workflow.
Communication was clear,
revisions were handled without friction,
and delivery was reliable throughout.
A professional collaboration we would return to."
— Artyom, Scalise Artworks Island Keeper
— Published by Ultimate Games S.A.
Assets credited in-game.
Client — Scalise Artworks
61 production assets delivered for "Island Keeper". Ongoing.
"VertexVeda3D delivered production assets for Island Keeper that met publisher requirements
and integrated cleanly into our workflow.
Communication was clear, revisions were handled without friction, and delivery was reliable throughout.
A professional collaboration we would return to."
— Artyom, Scalise Artworks Island Keeper — Published by Ultimate Games S.A.
Assets credited in-game.
Process
A repeatable pipeline with clear inputs and predictable revisions.
A repeatable pipeline with clear inputs
and predictable revisions.
Step 1 – References + spec
Style refs, scale targets, engine requirements, asset list.
Asset list, style refs, scale targets,
engine requirements.
Asset list, style refs, scale targets,
engine requirements.
Step 2 – Blockout + approval
Fast blockout to lock silhouette and proportions.
Fast blockout to lock silhouette
and proportions.
Fast blockout to lock silhouette
and proportions.
Step 3 – Production + QA
Final mesh, UVs, textures, LODs, collisions, naming checks.
Final mesh, UVs, textures, LODs,
collisions, naming checks.
Final mesh, UVs, textures, LODs,
collisions, naming checks.
Final mesh, UVs, textures, LODs,
collisions, naming checks.
Step 4 – Delivery Pack
Organized folders plus a manifest for easy import.
Organized folders plus a manifest
for easy import.
Organized folders plus a manifest
for easy import.
What you receive
Engine-ready packs delivered in a clean, repeatable structure.
Engine-ready packs
delivered in a clean, repeatable structure.
• Prop and kit packs
• PBR materials and textures
• LODs and collisions
• Folder structure + QA manifest
• Source files if included in scope
Future batches can match the same locked standards.
Future batches can match the same locked standards.
Inputs needed
Send what you have. We confirm what’s missing before production.
Send what you have.
We confirm what’s missing before production.
• Asset list (priorities, quantity)
• Style references (3–8 refs, screenshots, art guide)
• Technical targets (engine, scale, poly budget, texel density, LOD and collision rules)
• Export requirements (FBX/GLB, texture rules, naming, folder structure)
• Asset list
priorities, quantity
• Style references
3–8 refs, screenshots, art guide
• Technical targets
engine, scale, poly budget, texel density,
LOD and collision rules
• Export requirements
FBX/GLB, texture rules, naming, folder structure
Scope gates
Clear checkpoints keep batches consistent and prevent revision loops.
Clear checkpoints keep batches consistent
and prevent revision loops.
Included revisions
Included revisions
2 checkpoints for the pilot set: blockout approval, then final pass. Batches follow the locked rules.
2 checkpoints for the pilot set:
blockout approval, then final pass.
Batches follow the locked rules.
Batch rule
Batch rule
After style and targets are locked, batch assets follow the same rules. New style direction becomes a new batch.
After style and targets are locked, batch assets follow the same rules.
New style direction becomes a new batch.
After style and targets are locked,
batch assets follow the same rules.
New style direction becomes a new batch.
What counts as a change request
What counts as a change request
New asset types, new style direction, or changed technical targets (poly, texel, LOD, collisions).
New asset types, new style direction, or
changed technical targets
(poly, texel, LOD, collisions).
Timeline ranges
We confirm the timeline after reviewing your inputs and asset list.
We confirm the timeline after reviewing
your inputs and asset list.
Pilot set lock
Pilot set lock
Typical: 2–5 working days after complete inputs and 1 reference asset approved.
Typical: 2–5 working days after complete inputs
and 1 reference asset approved.
Production batches
Production batches
Typical: 5–15 props per week once standards are locked. Depends on complexity.
Typical: 5–15 props per week
once standards are locked.
Depends on complexity.
Rush option
Rush option
If needed, we can prioritize with an agreed rush plan and revised quote.
If needed, we can prioritize with an agreed
rush plan and revised quote.
Ready to start a batch?
Brief takes 2 to 4 minutes. We reply within 1 business day.
Start Game brief
Or email hello@vertexveda3d.com
Ready to start a pilot set?
Brief takes 2 to 4 minutes. We reply within 1 business day.
Or email hello@vertexveda3d.com
Start Game brief
FAQs
Short answers to common game asset questions.
What inputs do you need to start?
Asset list, style refs, target engine, and technical targets (scale, poly/texel, LOD and collision rules).
Do you create LODs and collisions?
Yes. We follow your rules, or we propose a simple standard for the pack.
What files do you deliver?
FBX or GLB, plus textures and packed maps. Organized folders with a QA manifest.
How do revisions work?
Two checkpoints on the pilot set: blockout approval, then final pass. After that, batch assets follow the locked rules.
What is a typical timeline?
Pilot set lock: 2–5 working days after complete inputs. Batches: 5–15 props per week depending on complexity.
Can you work under NDA?
Yes. We can sign your NDA before you share files.
Get a quote for an engine-ready asset pack
Share your asset list, target engine, & reference style.
We reply with scope, timeline range, and price.
Prefer email? hello@vertexveda3d.com
Start Game brief
Clear scope gates. Predictable delivery.
Send one SKU. Get a repeatable pipeline.
Get a quote for an engine-ready asset pack
Share a SKU list and 2 to 5 reference images.
We reply with a clear quote and timeline range.
Share your asset list, target engine, and reference style.
We reply with scope, timeline range, and price.
Prefer email? hello@vertexveda3d.com
Clear scope gates. Predictable delivery.
Clear scope gates. Predictable delivery.
Get a quote for an engine-ready asset pack
Share your asset list, target engine, and reference style. We reply with scope, timeline range, and price.
Prefer email? hello@vertexveda3d.com
Start Game brief
Clear scope gates. Predictable delivery.
© 2026 VertexVeda3D
© 2026 VertexVeda3D