Sculpted, scanned, generated, or inherited from a project you didn't build — if a mesh isn't production-ready, I make it production-ready.
Unoptimized meshes show up everywhere: traditional sculpts, photogrammetry scans, marketplace purchases, legacy assets nobody cleaned up, and yes, AI-generated output too. Whatever the source, the same problems show up — messy topology, non-manifold geometry, poor edge flow, missing UVs, inconsistent polygon density, and no usable rig. They may look fine in a render, but they quickly become a bottleneck once they're imported into a game engine or animation pipeline.
I turn unoptimized meshes into clean, production-ready assets for Unity, Unreal Engine, and other real-time workflows — whatever pipeline they came from. Whether you're building a prototype, an indie game, or a commercial project, you get an asset that's rigged, textured, and ready to drop straight into your engine.
This section will show wireframe overlays, triangle counts, UV layouts, and in-engine renders once the proof pieces are ready.
Base and Production Mesh have a firm starting price. Game-Ready and Complete Asset vary with rig complexity, so the exact number is confirmed with a free quote — never charged before you've agreed to it.
| Package | Includes | Price | Turnaround |
|---|---|---|---|
| Base Mesh Optimization | Retopology + UVs | Starting at $79 | 1–3 business days |
| T1 Production Mesh | + PBR or NPR Textures | Starting at $149 | 1–5 business days |
| T2 Game-Ready Character | + Rigging & Skinning | $749–$2,199confirmed via quote | 3–7 business days |
| T3 Complete Asset | + Engine Setup | $899–$2,499confirmed via quote | 4–8 business days |
Non-standard anatomy, extreme complexity, or turnaround beyond 8 business days is scoped individually as part of your quote — never baked into standard pricing.
Before final files are delivered, you'll receive a final-quality preview render of the finished asset, exactly as it would appear in-engine. No wireframes, no technical files — just the result.
If it doesn't meet your expectations, full refund, no questions asked — before production files are ever delivered.
I'm a solo 3D artist specializing in turning unoptimized meshes — sculpted, scanned, or AI-generated — into clean, production-ready assets for real-time applications.
I work directly with indie developers and small studios, handling the full asset pipeline myself — from retopology and UVs to rigging, texturing, and engine preparation.
You work directly with the person doing the work, and the person doing the work understands what the finished asset needs to do.