01
Mesh Refinement
Hard-surface and organic modelling, retopology, LOD chains, UVs and PBR texturing. Game-ready assets delivered to your naming convention, not ours.
VENXUN LABS · OUTSOURCED 3D · UNITED KINGDOM
We are a large, quietly efficient team of artists and engineers producing 3D assets, characters, environments and entire games for studios who would rather be doing something else. Your files arrive. Refined work leaves. Nothing in between will concern you.
02 — DIVISIONS
Each engagement is handled by a dedicated division. They think about your project from nine to five, and about nothing else. We find this healthy.
01
Hard-surface and organic modelling, retopology, LOD chains, UVs and PBR texturing. Game-ready assets delivered to your naming convention, not ours.
02
Stylised and realistic characters, creatures, rigging, skinning and blendshapes. From concept sheet to idle animation without leaving the building.
03
Modular kits, biomes, set dressing and full level art passes in Unreal and Unity. Optimised for the platform you actually ship on.
04
Concept art, art direction, look development and style bibles. The division that decides what beautiful means, then writes it down.
05
Full game development and co-dev: gameplay engineering, porting, UI, live-ops content. We embed with your team or run as a sealed unit — your choice.
06
Architectural visualisation, product configurators and digital twins at cinematic quality, running at frame rate. Popular with people who build buildings.
03 — PROCEDURE
You will never see the mess. There is a mess — art is mess — but it is our mess, on our floor, behind our doors.
STEP 01
Send references, docs, a napkin sketch — anything. Under NDA from the first email. A quote follows within two working days.
STEP 02
A dedicated pod of artists, engineers and one calm producer is assigned. They are briefed, sealed and pointed at your milestone.
STEP 03
Weekly builds and review calls. Feedback rounds are included, budgeted and — unusually for this industry — expected.
STEP 04
Source files, engine-ready packages and documentation. Full IP transfer on final payment. The pod forgets everything. Contractually.
04 — SELECTED OUTPUT
Most of what we make ships under someone else's logo, which is the point. Below: representative studies we are permitted to show.
05 — THE REQUESTING PARTIES
Teams we have worked with, and teams who keep coming back. We are told this constitutes an endorsement.
…alongside leading architectural visualisation practices and mobile gaming groups across four time zones. References available on request, subject to the usual paperwork.
06 — REMUNERATION
No rate cards designed to frighten you. Every project is quoted on scope, and the quote is the price.
Best for defined asset lists and archviz scenes. You pay per delivered, approved milestone. Overruns are our problem, by design.
A monthly team of 3–15 specialists, embedded or sealed. Scale up or down with 30 days' notice. Popular with live-ops and co-dev clients.
New to us? Commission a small paid test batch first. Judge the output, not the pitch deck. Most pilots convert; the ones that don't part as friends.
07 — REQUEST A QUOTE
A producer — a human one — replies within two working days with a scoped, friendly number.