For Studios, Agencies & Businesses

3D Production Services

3D modeling, environments, product and architectural visualization, texturing, lighting, rendering and Unreal Engine production. You work directly with the founders, and scope, deliverables and price are agreed before production starts.

What We Do

Services In Detail

What each service covers, what you receive, who it suits, and the technical points we agree with you before work starts.

01

3D Modeling

Polygon models built from your references, drawings, photos or concept art: products, props, furniture, equipment and architectural elements.

Typical deliverables

  • Model files (FBX or OBJ), plus native Maya or 3ds Max scenes when agreed
  • Clean, named meshes at real-world scale
  • High-poly and low-poly versions when the project needs both

Useful for

Game teams, agencies and product companies that need an accurate model to render, put in an engine, or hand to another team.

Technical considerations

We agree the intended use first, because rendering and real-time use need different polygon budgets and topology. Dimensions and orthographic drawings give the most faithful result.

Software

Autodesk Maya, Autodesk 3ds Max.

02

Environment Art

Interior and exterior environments, built from a blockout to a finished, lit scene for games, real-time projects or rendered images.

Game environments

Typical deliverables

  • Blockout for layout approval
  • Modular kits and set pieces
  • Assembled, lit scene as a UE5 project or as rendered images

Useful for

Game studios, real-time projects, and agencies producing rendered scenes for campaigns.

Technical considerations

Layout is approved at blockout, before any detailing. Real-time scenes are built to agreed triangle, texture and draw-call budgets, using Lumen and Nanite where your project supports them.

Software

Unreal Engine 5, Autodesk Maya, Autodesk 3ds Max.

03

Props & Hard Surface

Hero and background props and man-made objects: machinery, tools, containers, equipment, fixtures and gear.

Props for games

Typical deliverables

  • Game-ready or render-ready models
  • UVs and PBR texture sets
  • LODs and collision for real-time use, when requested

Useful for

Game and real-time teams, product companies and agencies that need individual objects modeled to a defined standard.

Technical considerations

Triangle budget and texture resolution are agreed per asset tier. The bevel and normal-map approach is agreed up front, and pivots, scale and naming are set up for your engine or software.

Software

Autodesk Maya, Substance Painter, Marmoset Toolbag.

04

Product Visualization

Realistic 3D models of your product and the images rendered from them: studio shots, detail close-ups, colour and material variants, and simple lifestyle scenes.

Product visualization

Typical deliverables

  • High-resolution still renders (PNG, JPEG or TIFF)
  • Transparent-background images for listings
  • Colour and material variants
  • The product model, when included in the scope

Useful for

Product companies, manufacturers, online sellers, and advertising or creative agencies.

Technical considerations

Accuracy depends on your reference: dimensions, drawings, photos and samples of the finishes. Lighting and camera angles are agreed at a first-pass review, before final renders.

Software

Autodesk Maya, Substance Painter, Marmoset Toolbag, Arnold, V-Ray.

05

Architectural & Interior Visualization

Rendered interiors, exteriors and streetscapes built from your plans, elevations and material choices.

Architectural visualization

Typical deliverables

  • Still renders of the agreed views
  • Day and night lighting variants
  • A real-time Unreal Engine 5 scene, when included in the scope

Useful for

Architects, interior designers, real-estate developers and the agencies that market their projects.

Technical considerations

Spaces are modeled to scale from your drawings. Materials and finishes are matched to your specification or references, and camera views are agreed before final rendering.

Software

Autodesk 3ds Max, Autodesk Maya, V-Ray, Arnold, Unreal Engine 5.

06

Texturing & Materials

UV unwrapping and PBR texturing for new models, or for models you already have.

Typical deliverables

  • UV layouts
  • PBR texture sets: base colour, roughness, metallic, normal and ambient occlusion, or packed maps
  • Material setup in your renderer or engine

Useful for

Teams with models that need surfacing, and projects where new texture work has to match an existing art style.

Technical considerations

Texel density, texture resolution and channel packing are agreed up front, so the textures fit your memory budget and material setup.

Software

Substance Painter.

07

Lighting & Rendering

Lighting, camera setup and final rendered images for products, props, interiors and environments.

Typical deliverables

  • Final still renders at the agreed resolution and format
  • Lighting variants such as studio, day and night

Useful for

Agencies, product teams, architects and studios that need presentation or marketing images.

Technical considerations

The renderer is chosen for the job: Arnold, V-Ray or Marmoset Toolbag for offline images, Unreal Engine 5 with Lumen for real-time scenes. Resolution and format are set in the brief.

Software

Arnold, V-Ray, Marmoset Toolbag, Unreal Engine 5.

08

Unreal Engine Production

Bringing assets and scenes into Unreal Engine 5: import, material setup, scene assembly, lighting and checks inside the engine.

Game art production

Typical deliverables

  • Assets in your folder structure and naming convention
  • Material instances set up for your project
  • Assembled and lit levels, when agreed

Useful for

Game studios and real-time teams working in Unreal Engine 5.

Technical considerations

We work in the engine version your project uses, and check assets in a clean UE5 project before handover. Both of our own games are built in Unreal Engine 5.

Software

Unreal Engine 5.

Who We Work With

Industries

The same modeling, texturing and rendering skills apply across very different projects. These are the kinds of teams the work suits.

Games & Real-Time

Environments, props and engine-ready assets for game teams and interactive projects.

Product & Advertising

Product models and rendered images for brands, agencies, launches and listings.

Architecture & Real Estate

Interior and exterior renders for architects, interior designers and developers.

Film, Media & Content

3D sets, props and rendered stills for productions and content teams.

Other Commercial 3D

Equipment, objects and spaces for businesses that need clear 3D visuals.

How A Project Runs

From Brief To Delivery

Brief

You send references, what the work is for, the format you need, and your deadline.

Scope & Quote

We reply with a written scope, schedule, price and number of revision rounds. NDA first if you need one.

First Pass

A blockout, first-pass model or test render comes to you for approval before detailing.

Production

Work continues with in-progress images at the milestones we agreed.

Delivery

Final files in the agreed formats, checked before handover. Revisions follow the agreed rounds.

Why SoulStick

What You Can Rely On

  • Founder-led: you deal directly with the founders, from first message to delivery
  • A registered company: SoulStick Interactive is a private limited company in India
  • Real production: we build our own games in Unreal Engine 5; HOPE is listed on Steam
  • Work you can inspect: our portfolio is on this site, with the software and scope of each project
  • Clear scope: deliverables, price and revision rounds agreed in writing before production
  • Milestone reviews: you approve the first pass before detailing begins
  • NDA on request: signed before you share project files

Software We Use

The tools used in the projects on this site.

Autodesk Maya Autodesk 3ds Max Substance Painter Unreal Engine 5 Marmoset Toolbag Arnold V-Ray

What To Send Us

  • Reference images, drawings, or a link to your brief
  • What the work is for: game engine, renders, print or web
  • Formats, resolution or technical budgets, if you have them
  • Your deadline and an approximate budget
Questions

FAQ

No. Games are where we started, but the same modeling, texturing and rendering work suits product companies, agencies, architects and content teams.

Each project is quoted after we review the brief. The number of assets, level of detail, output format and deadline set the price. You get a written scope and quote before any production starts.

Yes. Send your style guide, reference assets and technical requirements with the brief, and we will confirm how we will match them in the scope.

Yes. On request, we sign your NDA before you share project files.

Models as FBX or OBJ, with native Maya or 3ds Max scenes when agreed. Unreal Engine assets in your project structure. Renders as PNG, JPEG or TIFF. Anything else can be agreed in the scope.

We don't currently take on character animation, rigging, vehicle modeling or visual effects. If your project needs those, we will say so at the quote stage.

Send Your Brief

Tell Us What
You Need Made

References, what the work is for, and your deadline are enough to start the conversation.