Asset Production

Asset Production

Studd Games specializes at asset creation. The art and design development team at Studd Games has extensive expertise with asset production features like as modelling, texturing, and lighting. We have a lot of expertise with 3D gaming character models, texturing, and so forth. We are quite effective at managing this crucial stage of art and design.

Final Model Render With Lighting

The first stage in bringing any 3D game to life is to create 3D models of people, locations, weapons, and items. As an experienced 3D modelling business, we generate stunningly realistic 3D assets for PC and console-based games while also optimizing the same assets for mobile games. We employ a variety of the most recent 3D tools and both traditional and PBR approaches to generate high-quality outputs with maximum appeal. We either generate a low or high poly version based on the concept drawings. The models are then sent into sculpting software, where properties and details are added.When the result is convincing enough, we run it through the texturing pipeline. The output is textured in this case to match the project requirements. The texturing pipeline is determined at the start of the project to ensure that we obtain optimal textures of the highest quality. After the first texturing is completed, we give our clients a say in the work and then tweak our techniques depending on their feedback. This is a critical component of asset creation in any game.

Unity Scene - Light Baked

Lighting has a significant impact on setting the mood of any game and providing players with an enriching overall experience. We all know that the proper lighting for each scene is critical to the accurate portrayal of objects, people, and other elements. Our lighting artists are adept at managing colors and brightness to create a suitable ambiance while avoiding sluggish FPS and delays in gameplay. Static lighting - In order to provide the greatest and most optimal output, we adhere to the conventional light baking technique for exceptional game performance.In an editor, we bake everything around the light and compute the impact of that light on those textures (such as brightening and colouring them) before saving them as replacement textures. As a result, all textures in the vicinity of the light source appear to have a light thrown on them. Dynamic lighting - We employ a variety of different lights, such as directional lights, spotlights, and point lights, which are referred to as dynamic lights. We also employ a combination of skyboxes and dynamic lighting to match the tone of the game. We adjust the strength of light and shadow to make the picture look as realistic as possible. The lighting is then tuned so that it can be portrayed successfully in the game.