The failure mode
Generated meshes often look impressive in a viewer and fall apart in engine: bad scale, unusable topology, missing UVs, and no material story.
How Okita works it
We work from the downstream target. Unity, Unreal, web, or spatial. Then we generate, retopologize, UV, and package with the same standards used in game and film pipelines.
What you leave with
- Generation-to-engine paths with sane scale and orientation
- Cleanup for topology, UVs, and collision where required
- Material and look-dev that matches the rest of the world
- Batch pipelines for large environment and prop sets