3D Prop Modeling for Games
Nasty Rodent produces game-ready 3D props at production scale — hero assets, set dressing, interactive objects and modular kits. Realistic or stylized, built to your technical spec, consistent across the whole set, and delivered ready to populate a level in Unreal Engine or Unity.
3D prop production,
from single assets to full sets
Props are ordered in batches, not in units — and that changes what matters. A single beautiful crate is not the job. The job is two hundred objects that read as one art direction, share a texel density, fit a draw-call budget and arrive with the naming your level designers already use.
We produce props across the full range: hero assets that the camera stops on, interactive and gameplay objects, destructibles, background set dressing and clutter. Each category gets a different budget and a different amount of attention, agreed before production rather than discovered in review.
We cover the chain end to end — reference, blockout, high-poly, retopology, UV, baking, texturing, engine integration and QA — or we join where you already are. If you have a backlog and an art bible, we take the backlog.
Realistic props
Reference-driven objects with PBR texturing and material accuracy — containers, equipment, consoles, tools, debris. Mechanical logic that holds up close, materials that respond correctly to your lighting, and geometry that survives a first-person camera.
Realism in props is decided as much by consistency as by detail — shared texel density, a common wear language, and materials that read as one set across hundreds of objects.
We work from photo reference, your technical spec and your art bible.
Stylized props
Hand-painted or semi-PBR props built to a defined shape language: chamfer sizes, colour ramps, how much detail lives in the mesh versus the texture. Stylization is a rule set, and the rules usually already exist in your project.
We take your current assets as the style guide and build props that sit inside the set rather than next to it — including for casual and mobile projects where the silhouette has to read at small scale.
CASE
Selected production case: Starship Troopers: Extermination
Starship Troopers: Extermination
Nasty Rodent produced props and environment assets for the project, and assisted in developing game locations. The work covered interior fixtures and equipment — medical tables and surgical instruments, office furniture, monitors and control panels — all produced in line with the project's technical requirements and visual style.
Platforms, engines and performance budgets
Give us the hard numbers at the brief — triangle ceiling, texel density, texture memory, draw-call target — and they become production rules instead of review comments.
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PC and console
Full detail tiers, complete LOD chains and texture resolutions the platform can carry. Hero props get their own material; set dressing shares atlases so a dense scene stays inside its draw-call budget.
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Unreal Engine
Assets delivered as engine content: material instances, LOD setup, collision, correct pivots and, where useful, Nanite-appropriate geometry. We work with UE5 features including Nanite and Lumen where the project uses them.
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Mobile
Aggressive triangle budgets, atlased textures, minimal material count and LOD chains tuned for mid-range devices. Silhouette readability at small scale is the design constraint, not a nice-to-have.
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Unity
Prefabs, material assignments and LOD groups configured to your project structure.
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Other services
The studio provides full quality control - all tasks in development are controlled by internal lead artists and managers.
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3D Weapons
From melee to sci-fi blasters — we craft detailed and functional weapon models with proper topology, textures, and LODs for all game types and platforms.
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3D Characters
From stylized heroes to realistic NPCs, our 3D character models include clean topology, UVs, and rigs — ready for animation and real-time engines.
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3D Environment
We build immersive 3D environments that set the tone and mood of your game. From stylized fantasy worlds to realistic battlefields — our scenes are optimized and ready for gameplay.
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UX\UI
We craft user-centered game interfaces that look great and feel intuitive. Menus, HUDs, icons — everything designed for clarity and player immersion.
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Concept art
We design visual foundations with concept art and polished 2D assets. Characters, environments, and UI — everything starts with a strong visual idea.
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3D VEHICLES
Realistic or stylized 3D vehicles for land, air, or space. We model drivable and modular vehicles that fit perfectly into your game’s style and performance needs
What we need
to estimate
your project
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01
Asset list, even a rough one
Count and tier mix drive the estimate more than anything else
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02
Reference or concept art
Whether we start at concept or at blockout is the biggest single variable
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03
Style target
Realistic PBR and stylized hand-painted are different pipelines
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04
Tier split
How many hero props versus set dressing and clutter
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05
Existing assets or art bible
Matching an established set is faster than defining one
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06
Modularity
Whether gear, skins and variants are in scope, and how many
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07
Technical spec
Triangle budget, texel density, texture resolution, LOD count
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08
Target platform and engine
Mobile, console and PC are different production plans
Start
gnawing
Hand us
your game
Nasty Rodent is a game art outsourcing studio that sinks its teeth into projects of any scale — from scrappy indie builds to full AAA worlds. We craft 3D characters, environments, weapons, props, concept art, and game UI/UX that power real gameplay and immersion. Ten years deep, 40+ artists strong, zero fluff. Bring us your game and get a free, no-pressure estimate tailored to your budget.
our teeth in
How we can work together
What You’ll Get
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[ 1 ]
PROJECT-BASED
- A defined asset list with a defined outcome: a prop set, a modular kit, a level's worth of dressing. You approve the spec and the milestones, we deliver against them. Fits: a set scoped for a launch build, a DLC environment, a batch with a fixed deadline.
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[ 2 ]
ONGOING SUPPORT
- A team that stays with your project across milestones and keeps your conventions instead of relearning them every batch. This is the model most prop work actually needs — prop demand rarely arrives once. Fits: live games with a content cadence, long production cycles, projects where the asset list keeps growing.
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OUTSTAFFING
- Our artists work inside your pipeline, your tools and your management. You direct the work day to day; we handle employment, replacement and cover. Fits: teams with strong internal art direction that need capacity rather than a vendor, and teams that need to scale a discipline without a hiring cycle.
The stack of technologies we use
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Your prop production team
One production team behind the whole set — so two hundred props built by several artists still arrive as one art direction.
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Art Director
Owns set-level consistency: the wear language, the material palette and the review pass that checks assets against each other rather than one by one
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Project Manager
Keeps the batch moving: tracks each asset by tier and status, holds the schedule across parallel artists, and enforces your naming and conventions from the first delivery.
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Lead 3D Artist
Builds the calibration batch that defines the set, sets the per-tier quality bar, and reviews every artist's output so two hundred props read as one hand.
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Concept Artist
Resolves anything invented before modelling starts: shape language, wear and material cues, and the shared references that keep a large set coherent from the first blockout.
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3D Prop Artist
Models to the agreed tier budget: high-poly where it earns it, retopology and UVs at a consistent texel density, and texturing that matches the rest of the set.
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Technical Artist
Owns the constraints: per-tier triangle budgets, texel density, LOD thresholds, pivots, collision complexity and the in-engine check before hand-off.
Reviews from our satisfied customers
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FAQ:
3D Prop Modeling
What are 3D props in game development?
3D props are the objects that populate a game level — everything that is not a character, a weapon or the environment shell itself. Furniture, containers, tools, equipment, debris, signage. In production they are handled in tiers, because a hero console and a background crate need very different budgets.
Props are usually split into:
- Hero props — inspected close, highest detail budget
- Interactive props — used in gameplay, need correct pivots and collision
- Set dressing — placed in volume, share materials and atlases
- Clutter — lowest tier, exists to break up empty space
What types of props do you create?
Hero and interactive objects, set dressing, destructibles, modular kits and kitbash sets, in realistic and stylized styles. We work from a single asset up to full sets for a level, and we take over existing backlogs when a project is mid-production.
Typical requests:
- Interior fixtures: furniture, equipment, consoles, medical and industrial props
- Exterior set dressing: street clutter, signage, debris, pipes, barriers
- Interactive and quest objects with gameplay-correct pivots and collision
- Modular kits with trim sheets and shared atlases
- Stylized prop sets for casual and mobile projects
How do you keep hundreds of props visually consistent?
Consistency is a production decision, not a review outcome. We fix the shared variables before the first asset: texel density, material palette, wear language, chamfer treatment, tier budgets. Then we review the set against itself in-engine, not asset by asset in isolation.
What we lock at the brief:
- Texel density across the whole set
- A shared material library and, where useful, trim sheets and atlases
- Wear and damage language — how much, where, and why
- Per-tier triangle and texture budgets
- Naming, pivot and folder conventions
Do you work in both realistic and stylized styles?
Yes. Realistic props are built from reference with PBR texturing and material accuracy. Stylized props follow a defined shape language — chamfer sizes, colour ramps, and detail carried by the texture rather than the mesh. Most projects need us to match an existing style rather than invent one.
The practical difference:
- Realistic — photo reference, PBR metal/roughness, detail in the mesh
- Stylized — exaggerated silhouette, hand-painted or semi-PBR, detail in the texture
- Either way — your existing assets are the style guide
Can you match our existing prop set?
Yes, and it is the most common assignment. Send assets already in your build and we reverse-engineer the rules: texel density, material response, wear placement, chamfer treatment, poly budgets per tier. New props then extend the set instead of sitting beside it.
What we ask for:
- Two or three existing props, ideally source files
- Your technical spec and per-tier budgets
- Screenshots in your actual in-game lighting
- The naming, pivot and folder convention your project uses
What are modular kits and trim sheets, and when do they save budget?
A modular kit is a set of pieces designed to combine; a trim sheet is one texture shared across many assets. Together they turn a fixed asset count into an open-ended library and cut texture memory sharply. They pay off on large, repetitive sets — and add overhead on small unique ones.
Worth it when:
- The set is large and shares visual language across many objects
- Level designers need to build without an artist in the loop
- Texture memory is a hard constraint, especially on mobile
- The project will keep adding content after launch
Not worth it when the set is a handful of unique hero objects.
What file formats, textures and optimization standards do you deliver?
FBX and OBJ as standard exchange formats, with source files on request. PBR texture sets at the resolution each asset tier justifies, plus shared trim sheets and atlases where the set benefits. LODs, collision and pivots are part of the base scope, not an add-on.
Standard delivery package:
- Game mesh in FBX plus source file
- PBR texture set, resolution agreed per tier
- LOD meshes across the agreed chain
- Collision meshes and pivots set to your convention
- Shared material library where the set uses one
How do you handle prop optimization — draw calls, LODs and texture memory?
Props are usually where a level's performance budget goes, so optimization is planned at the brief rather than applied afterwards. We agree per-tier triangle budgets, share materials across set dressing to reduce draw calls, and build LOD chains sized to the distance each asset is actually seen from.
Levers we use:
- Material and atlas sharing across the set to cut draw calls
- Per-tier triangle budgets instead of one budget for everything
- LOD chains tuned to real placement distance
- Trim sheets and tileable materials to reduce texture memory
- Collision complexity matched to gameplay use, not to the visual mesh
How much does 3D prop outsourcing cost
Prop work has no meaningful per-unit price — a background crate and a hero console differ by an order of magnitude. Cost is driven by the tier mix, the style, the platform budget and how much is shared across the set. We quote per project after seeing the asset list.
What moves the number most:
- Tier mix — how many hero props versus set dressing
- Whether we start at concept or at finished concept art
- Realistic PBR versus stylized hand-painted
- Whether the set uses modular kits, trim sheets or shared atlases
- Target platform and the technical budget it imposes
Can you take over an existing prop backlog mid-production?
Yes — this is a normal starting point rather than an exception. We begin by reading your existing assets and conventions, produce a small first batch for calibration, and only scale up once that batch matches what your team already has in the build.
How the handover works:
- We review your existing assets, spec and art bible
- A calibration batch is delivered and reviewed before scale-up
- Your naming, pivots and folder structure are adopted, not replaced
- Throughput ramps once the first batch is approved
Not sure where to start
or worried about
the estimate?
No pressure — just send us your idea or a rough brief, and we'll get back with a free consultation and a flexible estimate tailored to your goals.
- Transparent pricing
- Honest feedback
- No hidden costs - ever