
Hard surface art: weapons, vehicles and mechs
Weapons, vehicles, mechs and props modeled with the precision mechanical work demands, built to perform in gameplay and hold up in cinematics.
- NDA before any files are shared
- Engine-tested before delivery
- Two revision rounds per milestone
Clean hard surface work your pipeline will thank you for
Mechanical work demands precision. Sloppy topology breaks rigs, wastes performance and shows on screen. We build hard surface assets clean, so the artists, riggers and engineers downstream never have to fix them.
From first-person weapons that fill half the screen to military vehicles, mechs and sci-fi gadgets, our team models, textures and optimizes hard surface assets for PC, console, mobile and VR.


Hard surface, weapon and vehicle work
Mechs, weapons and vehicles from game and film projects.













What our hard surface artists build
Stylized or photoreal, every asset is designed to fit the world it lives in.

First-person weapons
High-detail FPS weapons with clean bevels, correct mechanical parts and texture density for close camera views.

Third-person and melee weapons
Swords, axes, shields and sci-fi weapons sized and optimized for third-person gameplay.

Military and civilian vehicles
Cars, trucks, APCs, bikes and helicopters with interiors, damage states and rig-ready separated parts on request.

Mechs, robots and armor
Complex mechanical characters and armor sets with sensible joints and deformation-friendly construction.

Sci-fi gadgets and props
Devices, consoles and tech props that sell your world’s technology at a glance.

Modular hard surface kits
Kitbash and trim-sheet libraries your team can reuse across many assets.

Weapons, vehicles or mechs on the list?
Send the brief today. You get a written scope, timeline and fixed quote within one business day, under NDA.
Our hard surface pipeline
References and proportions are locked before modeling, so the details land right the first time.
Reference and spec lock
Real-world or concept references, scale, poly budget, texture budget and engine are agreed in writing.
Blockout and proportions
A quick blockout checks scale, silhouette and camera reads, especially for first-person views.
High-poly modeling
Hard surface details, bevels and panel lines modeled for clean normal bakes.
Low-poly and UVs
Optimized game mesh with hand-laid UVs, sensible smoothing groups and texel density matched to the camera.
Baking and texturing
Clean bakes and PBR texturing for wear, decals and material definition.
Engine test and delivery
LODs, pivots, sockets and naming set up, tested in engine and delivered to your conventions.
Deliverables and technical specs
Every asset ships with a clear technical spec. Nothing left ambiguous after handoff.
Files
FBX, OBJ or engine-specific formats, plus source files on request.
Poly budgets
Matched to camera distance and platform, from mobile to cinematic.
Texture sets
Full PBR, with trim sheets and decals where appropriate.
Separated parts
Moving parts split and pivoted for rigging or animation.
Sockets and attachments
Muzzle, scope and attachment points set up on request.
LODs
Up to four LOD levels, baked and named to your convention.
Damage states
Clean, worn and destroyed variants on request.
Engine testing
Verified in Unreal Engine or Unity before delivery.
Revisions
Two rounds per milestone, transparent scope beyond that.
Maya
Blender
ZBrush
Substance 3D Painter
Marmoset Toolbag
Unreal Engine 5
Unity
Projects that used this service

Predator: Hunting Grounds
30+ playable characters and weapon sets for IllFonic

Tiger 3
Afghan environments, military vehicles and weapons

Wanderer: Fragments of Fate
VR characters, props and environments with Mighty Eyes
Hard surface art questions, answered
Still weighing it up? A 20-minute call with a lead artist usually answers the rest, and we can review your references together.
Do you model first-person weapons?
Yes. FPS weapons need extra attention to bevels, part accuracy and texture density because they sit close to the camera. We model and texture them for that view and can split parts for animation.
Can you build vehicles with interiors and moving parts?
Yes. Vehicles can include interiors, separated wheels, doors and turrets with correct pivots for rigging, plus damage states if your game needs them.
Do you work from real-world references or concept art?
Both. We can model from photographs and blueprints for realistic assets, or from your concept art for original designs.
How do you keep hard surface assets performant?
We set poly and texture budgets by camera distance, use trim sheets and shared materials, and build LODs so detail scales with the view.
How long does one weapon or vehicle take?
A game-ready weapon typically takes one to three weeks depending on detail. A vehicle takes three to six weeks, more with full interiors and damage states. Timelines are confirmed before production.
What producers say about working with us

Need weapons, vehicles or mechs that hold up up close?
Share your brief and get a written scope, timeline and quote within one business day.


