01Flash pieces
A piece sculpted in one sitting, added to the catalogue and available for as long as it stays there. Non-exclusive commercial licence: other studios may acquire the same one, and nobody loses the use of it.
€80 incl. VAT

3D character studio: busts, figures, source files included
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3D character studio
Busts and figures sculpted one at a time in Blender, textured in Substance, checked in the engine where they will end up. The source file goes with the piece, and the licence is written down.
01A piece sculpted in one sitting, added to the catalogue and available for as long as it stays there. Non-exclusive commercial licence: other studios may acquire the same one, and nobody loses the use of it.
€80 incl. VAT
02The character your project needs, and that exists nowhere. You describe it, you get a firm quote within 48 hours, and the piece comes back ready to import, with a written exclusive licence and the source files.
from €900 incl. VAT
Catalogue · 6 pieces
Every piece sells for €80 including VAT, with its commercial licence and its source file. None is withdrawn from the catalogue, and none has a limited edition size.
F-03Sealed helmet, single optic, heavy jaw.
€80
F-04Heavy hood, a face never shown.
€80
F-05Asymmetric antlers, narrow skull, head held high.
€80
F-06Elongated skull, offset jaw, blade of a cheekbone.
€80
F-07Single antenna, technical collar, round head.
€80
F-02Plated mask, mouth sewn shut with metal.
€80Tap a piece to open its sheet, or its full page
Method
No base mesh, no character carried over from earlier work. Sculpting starts on an empty volume, from an intention written in one line: a posture, a trade, a wound. It takes longer, and it is why none of the pieces resemble each other.
Every piece is framed and lit before it is finished. A silhouette that fails in backlight will fail in a game: the test happens early, while the geometry is still soft and a change costs nothing.
The complete .blend ships: modifiers unapplied, collections named, node groups documented, UVs unwrapped by hand. What the buyer receives is the workshop of the piece, not a photograph of it.
On a Flash piece the licence is commercial and non-exclusive. On a one-of-a-kind piece the assignment is exclusive and transferable, set out in a signed contract. Either way, the exact extent of the right is written down before the purchase, not after.
Questions
As many as are bought. A Flash licence is commercial and non-exclusive: other studios may acquire the same piece, and that takes nothing away from anyone. If you need to be the only one who has it, a commission is what you want: the piece is then sculpted for you, and the licence is exclusive.
By buying an €80 Flash. Open the .blend, look at the UVs, import the exports into your engine. Half an hour tells you what the work is worth, and the piece is yours either way.
No, except for a defect. A delivered file cannot be taken back: once the download is opened, the copy stays with the buyer. That is why immediate delivery requires an express waiver of the right of withdrawal, ticked before payment. Without it, the fourteen-day period runs as normal and the order can be cancelled until it expires.
That is the one case for a refund, and it then applies without argument: an announced format missing, a file unreadable in the stated software, a triangle budget or texture resolution below the spec sheet. The piece is fixed, or refunded. A piece that matches its description but is not to your taste stays bought.
A commission is a service, not an item in stock: work done is work owed. The 40% deposit covers work carried out and is retained by the studio if the project is abandoned. The balance is only called on delivery, and thirty days of revisions follow, within the scope of the approved brief.
Unity 6 in URP and HDRP, Unreal 5.4, Three.js. For another environment, say so in the request: testing happens before the commission is accepted.
Yes. The contract provides for transferring the licence to a third party, provided the studio is told who the new holder is. That notification is what makes it possible to guarantee, over time, that the piece stays unique.
The questions that need more than three lines are answered in the studio notes: licences, file formats, triangle budgets, moving between engines.
On commission
Your character, your world, your engine constraints. The brief is settled in writing, the quote is firm, and every commission gets the same number of hours as a catalogue piece.