I will model 3d props asset environment pbr game ready stylized low poly model


About this gig
This Gig is focused on delivering a reliable and technically clean model optimized for integration into game engines.
What You Receive:
Optimized mesh with proper Topology (Mesh flow) for solid performance.
Clean, non-overlapping UV Mapping for all assets. PBR Textures included where specified in the package (Standard/Premium).
All assets are checked and delivered in a format ready for your pipeline.
Delivery style preference
Please inform the freelancer of any preferences or concerns regarding the use of AI tools in the completion and/or delivery of your order.
Get to know Ivon
- FromUkraine
- Member sinceFeb 2025
- Avg. response time1 hour
Languages
English, Ukrainian
FAQ
What do I need to provide to start the 3D modeling process?
To start, I need clear visual references (sketches, images, or concept art) of the Prop or Game Asset you require. The more detail you provide, the better the final result.
What are the technical requirements you need to know?
Please specify your target polycount range (e.g., Low-Poly/Mid-Poly), the desired Texture resolution (e.g., 2K, 4K), and the engine you are using (e.g., Unity, Unreal Engine) for asset optimization.
Do you create the concept art/design yourself?
My core service in this Gig is high-quality 3D Modeling and PBR Texturing. I can execute simple, straightforward concept sketches or minor design adjustments. However, complex or detailed original concept art requires a separate discussion and may incur an additional charge.
What is included in a typical final delivery package?
Every delivery includes the final Game Ready model (.FBX or .OBJ), organized UV Mapping, and necessary PBR Texture maps (Albedo, Normal, Roughness, Metalness) as specified in your package.
Can I request revisions on the model and textures?
Yes. The packages include a specified number of revisions. Feedback is most efficient when provided after the initial Low-Poly model is delivered, before I proceed to the final PBR Texturing phase.
Do you optimize the model for specific polycount limits?
Yes. As I specialize in Game Assets, I always optimize Low-Poly models to fit your target polycount, ensuring clean and efficient Topology for game performance.

