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Service 04

3D mesh generation

We generate and clean 3D assets for games, XR, and visualization — topology, scale, materials, and export that a technical artist would actually accept.

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