Models, rigs and animation, ready for the engine.

Giant Entity models, sculpts, textures, rigs and animates characters, products, props and environments, for games and for films. Norik Imami leads the work in London. He can take one model from the first sculpt through rigging and into Unreal Engine himself, so nothing is lost between stages, and it arrives finished and running in your engine.

Who it is for

  • Game studios that need characters or props modelled, rigged and animated to their own skeleton and naming conventions.
  • Art leads and producers with a model already made in-house that now needs rigging, animation or a lighter version that runs in the game.
  • Teams making a film or a trailer who need a character or a product animated and lit for the camera.
  • Brands that need a character or a product animated for a campaign film.

What you get

  • Models sculpted and textured to hold up in a close-up.

  • Versions built for the engine: to your triangle budget, with LODs and texture sets to your spec.

  • Rigs for characters and props that move cleanly, built to your skeleton when you have one.

  • Animation for the game itself or for a film, with lighting and compositing when the work is for the camera.

  • Every file we make, in the formats your pipeline takes, yours to keep.

Norik works in Maya, ZBrush, Substance and Marvelous Designer, and in Unreal Engine for anything that runs in the engine.

How it runs

  1. The call.

    You show us what you need and where it has to end up: in the game, in a trailer or in a campaign film. Norik is on the call.

  2. The written scope.

    We write down the list of models, rigs and animations, the budgets they have to meet and the rounds of feedback, and you agree it before we begin.

  3. Model and sculpt.

    Each week you see the work as far as it has got, so the shape is agreed before texturing and rigging build on it.

  4. Rig and animate.

    We rig to your skeleton and naming, animate, and test the result in the engine or in the shot it is for.

  5. Handover.

    The finished models, rigs, textures and animation go to you, with the source files, in the formats your pipeline takes.

When we built the model, the same person rigs it and takes it into the engine. If something does not work at the rigging stage, the artist who modelled it is the one who fixes it.

What to bring

  • Concept art, sketches or reference images, and anything already modelled
  • Your triangle budget, texture sizes and texel density, for anything that runs in the engine
  • Your skeleton and naming conventions, if you have them
  • Your Unreal Engine version and target platforms
  • The date the work has to be in the build, or in the edit

An example

Alien, an original character. Norik made it on his own, in Unreal Engine: modelling, rigging, animation, texturing, lighting and facial motion capture. It is personal work, shared by Norik in May 2023, and not a Giant Entity project. It shows the whole route in one piece: a sculpted character, rigged, animated with a captured facial performance and lit, by one pair of hands. You can see Alien and the rest of the 3D work on the Work page.

A clear crystal cube on a dark ground with a small astronaut laser engraved inside it, one frame of a stop motion run cycle.
A stop motion film: an astronaut's run cycle laser engraved into crystal cubes, one frame per cube.Norik Imami, 3D animator, at a previous studio.The studio's own film.The film won a major international design and advertising award in 2020, awarded to the studio. Not a Giant Entity project.
A blue creature with one large eye and a horned helmet leans out of a bright jungle scene, rendered in Unreal Engine.
A 3D character scene built in Unreal Engine.Norik Imami at another studio: character animation, lighting, modelling, environment, texturing and VFX, in Unreal Engine.The end client is not named.Made at another studio. Not a Giant Entity project.

Questions about 3D modelling and animation

Can you rig to our existing skeleton?

Yes. For game teams we work to your skeleton and your naming conventions, so the rig drops into your project as your team expects.

Can you animate a model our team already made?

Yes, we rig and animate models made by other people as well as our own. When we built the model too, one person takes it from sculpt to engine.

Can you make a heavy model run well in the game?

Yes. Bringing heavy assets inside a frame budget is part of the work: we rebuild them to your triangle budget, with LODs and texture sets, so they run smoothly and still look right up close.

Which software do you use?

Maya, ZBrush, Substance and Marvelous Designer, with Unreal Engine for anything that runs in the engine. We deliver in the formats your pipeline takes.

Do you do facial animation?

Yes, on his own character Alien, Norik captured and animated a facial performance in Unreal Engine, and it is on the Work page. Tell us what the face has to do and we will say on the call whether it fits what we can take on.

Where does it need to end up?

Tell us what you need modelled or animated, and the date it has to be in the build. Norik will be on the call.

Book a call

Not sure which? Plan your project