What's included

Game-engine friendly assets

Designed to work reliably in major game engines, particularly for indie development, modding, planning and early-stage production. The focus is on functionality and visual clarity rather than strict studio-grade or AAA standards. Import the .glb directly.

PBR textured

Fully PBR-textured models, using a simple and widely supported workflow.

Free updates

Future updates and adjustments are always included. You get notified when new versions are uploaded.

<20K verts

Character meshes are not high end, and rarely go above 20K vertices. Light enough for VR.

1K–4K textures

Packed or embedded. UVs are neatly packed.

1–10+ materials

From one on smaller models up to ten or more on larger assets.

Metric scale

Real-world dimensions on the product page. Poly counts are based on the .blend file.

Downloads

Every model comes as a native .blend file, all textures in zipped folders, and a ready-to-use .glb file.

Rigged characters

Rigged characters usually come with standard in-place mocap animations, such as walk and idle, and sometimes more.

Unreal 5: I'm currently developing and testing a UE5 setup for my characters, so UE5-compatible rigs and meshes are not yet available for my pre-made characters. Custom-built characters will include a UE5-compatible skeleton and mesh.

.blend and .glb only

For now, I don't provide .fbx or .obj files as final deliverables. They're only used during production as exchange formats between applications. Getting adequate PBR quality in .fbx or .obj takes considerable extra work and still isn't guaranteed to transfer consistently. This may change down the line.

Texel density

The texel density varies between models, so don't expect a fixed value like 10.24 px/cm or 20.48 px/cm. The differences are rarely noticeable except where there's a large contrast in scale. In general, larger objects look best further from the camera, while smaller objects can be placed closer.

This is best suited for modding, indie, 2D artwork and personal projects rather than strict AAA workflows. Most items are designed for mid-tier or background placement.

Kept simple on purpose. I've avoided UDIMs, high-poly and sub-D readiness, complex material setups, Geometry Nodes, decals and trim sheets, lightmaps, multiple UV layers and collision meshes. Adding assets to your Blender Asset Browser is up to you.

I hope this covers most of your expectations. You're welcome to get in touch if you have questions, or just want to talk 3D modelling.