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3D

3D production that arrivesready to use.

Models, imagery and animation for catalogue, campaign, web and AR. Studio work: delivered checked against the technical requirements of its destination, not straight out of the render.

Most 3D jobs don't fail on visual quality, they fail on delivery: scales that don't match, pivots in the wrong place, materials that look different in the client's engine, files too heavy for the web. That gets paid for in revision rounds, and someone always pays for the rounds.

Here the asset is built and checked before it ships. When the destination has hard requirements, whether that's a configurator, an AR viewer or a client's engine, those requirements become acceptance criteria from the start and the delivery is validated against them.

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Fresh out of the modeler.

Kalvin holding a floating 3D piece between his hands

Before production: concept and direction

The phase that decides everything after it. Who you're talking to, in what tone, and what each asset is for, all settled before work starts, while changing your mind is still cheap. Assisted visual exploration puts several directions on the table quickly, so production begins with the decision already made.

01

3D modelling

Your product, modelled for the place it will actually live.

Covers

  • Polygonal modelling, for games, AR and animation
  • Parametric modelling
  • Gaussian splatting
  • Procedural and AI-assisted modelling

What you get

  • A clean model, correct scale and pivot
  • Materials that read the same in your engine as in ours
  • A light version for web and AR
  • Whatever formats you need
How it's charged
Per model, within a catalogue project
What we need from you
Photos, drawings, a physical sample or an existing 3D file. With none of that, we model from scratch.
See work
02

3D animation

Product in motion, for launch, campaign, product page and screen.

Covers

  • Product and commercial, for e-commerce
  • Motion graphics
  • Game animation
  • Film and VFX

What you get

  • High-resolution stills, product consistent across all of them
  • Animation or a 360° spin
  • The video cut and delivered in each channel's format
How it's charged
Per delivered minute. A minute of animation doesn't cost the same as a still, and pricing it per product misleads both sides
What we need from you
The product, as a model, a sample or drawings, and an idea of where it will be seen.
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03

Interactive catalogues

Your catalogue, spinnable inside your own site, with the real options on it.

Covers

  • Product configurator
  • Virtual showroom
  • AR view from a phone
  • Gamification and interactive

What you get

  • A 3D viewer that works on phone, tablet and desktop
  • Live colour, material and option switching
  • AR with nothing to install
  • Built into your page
How it's charged
Per project. When it needs to talk to your catalogue or your order system, Development's backend comes in
What we need from you
The list of variants you want to offer, and who owns the data.
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04

Agency and studio support

White-label 3D capacity, for when the job is bigger than the team.

Covers

  • White-label 3D production
  • Asset volume and heavy scenes
  • Rendering and delivery in the agency's name

What you get

  • Production that fits your pipeline, not ours
  • Delivered in your name
  • Optimised asset libraries
  • A senior contact, not a bag of hours
How it's charged
By agreement, based on volume and schedule
What we need from you
Your technical specs and the end client's schedule.
See work

Good questions

Frequently asked

I don't have a 3D model of the product. Is that a problem?

No. We build one from photos, drawings or a physical sample.

Why is CGI charged per minute?

Because it's the honest unit. A minute of animation doesn't cost the same as a still, and folding it all into a per-product price ends up hurting one side or the other.

Who owns the files?

The final images are yours, with full usage rights for your brand. Working files we agree in the proposal.