3D Assets & Worlds
The meshes, materials, levels and animations behind real games. World-pack capabilities for engines and simulators, scoped per title with the studios that built them.

By category
Three of the inspection walls. Each tile is one real asset. Delivery and usage rights are confirmed per title.
CREATURESNot loose props. A level, taken apart.
A world pack can keep its structure: the level, its objects, their meshes, their materials. One abbey, four layers.
LEVEL


Every asset, inspectable before you buy.
Materials, turntables and clay pairs, all rendered under one standard studio setup, so you compare assets, not lighting.



Every asset turns, down to its wireframe.
Turntable renders cycle each asset from textured to mesh, so you see the topology you're buying, not just the beauty shot.
A wheel loader, surface to mesh
A fire engine, every panel modeled
A thruster assembly, inside and out
The equipment robotics teams ask for.
Industrial vehicles and workshop machinery, studio-rendered for inspection. Rigged model delivery and formats are scoped with the studio.


One asset, all of its forms.
Textured, clay, wireframe, scale reference, interior cutaway. A modern response-unit set, sheet-rendered the way we QA it.

World packs, layer by layer
| Layer | Format | Notes |
|---|---|---|
| Meshes | FBX / glTF with LODs | game-optimized topology |
| Materials | PBR texture sets | as shipped, plus source maps where licensed |
| Levels | complete scenes | geometry, layout, lighting |
| Motion | rigged animation clips | characters and creatures |
| License | per pack, studio-signed | chain of title in every delivery |