I will create roblox ugc weapons


About this gig
Welcome to my Gig!
I specialize in creating high-quality, game-ready 3D assets with a strong focus on technical accuracy, clean execution, and reliable delivery.
If you need professional assets without inflated promises or endless back-and-forth, you are in the right place. Whether you need a detailed vehicle, environment props, or a custom model built from reference images, the objective remains the same: ensure it looks visually sharp, functions seamlessly, and is fully optimized for your game engine.
I maintain clear communication throughout the project so you know exactly what to expect at every stage.
Broad Services
- Hard surface & Organic modeling
- Texturing & UV unwrapping
- Map baking & Retopology
- Rigging & Rendering
- Optimization of existing models
Services
- Vehicles
- Weapons
- Vegetation (Trees, Plants, Foliage)
- Buildings & Structures
I can adapt to your workflow, optimize existing mesh data, and export files in whichever format your project requires (Unreal Engine, Unity, Blender, FBX, OBJ, etc.).
Please contact me before placing an order so we can discuss the details of your project!
Delivery style preference
Please inform the freelancer of any preferences or concerns regarding the use of AI tools in the completion and/or delivery of your order.
Get to know Aisten Andre
Helping game creators with optimized 3D assets for real time games
- FromBrazil
- Member sinceAug 2026
- Avg. response time1 hour
Languages
English, Portuguese
My Portfolio
FAQ
Are your 3D models fully game-ready?
Yes! All assets are optimized for real-time engines like Unreal Engine, Unity, and Roblox. I maintain clean topology, proper edge flow, and optimized polycounts based on your specific requirements.
What texturing pipeline do you use?
I supply standard PBR (Physically Based Rendering) textures, including Albedo, Roughness, Metallic, Normal, and Ambient Occlusion maps. I can also adapt to hand-painted/stylized art styles or vertex color workflows upon request.
How do you handle mesh and texture optimization?
I apply industry-standard practices, including weighted normals for crisp shading without heavy geometry, removing non-visible faces, baking high-to-low poly details, and maximizing UV layout space for efficient texel density.

