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Firearms, melee, sci-fi, and fantasy weapons built to AAA spec. Full pipeline from high poly to game engine integration — first and third person LODs included.
XQUBE produces weapons to the standard your players will scrutinise in first-person, every second they play. From mechanically accurate firearms to sculpted fantasy melee and sci-fi weapons — we handle the full pipeline.
First-person and third-person LOD sets, modular component systems, and wear and material variation — all handled to brief and delivered scene-ready.
Weapon model/item reference, mechanical guidelines, poly budget, and naming conventions requirements are discussed and locked before production.
Mechanically accurate high poly, hard surface modelled or sculpted depending on weapon type. Reviewed before low poly begins.
Game-ready topology with proper UV and texel density. First-person and third-person LODs where required.
Full bake pass in Marmoset Toolbag — normal, AO, curvature, thickness etc.
Yes. Poly budgets, UV layouts, texture resolution, LOD counts, and attachment socket placement — all followed to your spec. Send us your technical requirements doc and we build to it from day one.
Yes, both. First-person and third-person meshes have different poly budgets and silhouette requirements — we treat them as separate deliverables with their own review milestones. Attachment points and animation sockets included.
Yes. Concept art, photo reference, technical drawings, or a combination — we work from whatever you provide. If reference is sparse we'll flag gaps before production starts rather than guess and revise later.
Wear, damage, and material variation are scoped at the brief stage. We use a layered Substance approach — clean, worn, and battle-damaged states built from the same master material so variants don't multiply your texture memory footprint.
Every weapon goes through silhouette review, technical spec check, and in-engine integration test before delivery. We check first-person feel, third-person readability, and attachment point accuracy. Your AD gets a delivery report with each asset.
PBR texture sets per your engine's pipeline requirements. Wear, scratches, and material variation handled to brief.
Asset placed in engine, materials set up, LODs assigned. Delivered scene-ready and animation-socket ready.
Fixed scope, fixed delivery. You brief us, we produce and deliver. Ideal for defined asset lists and milestone-based productions.
Dedicated monthly capacity. Flexible scope, consistent output, and priority access to the team.
Our artists in your pipeline. Your tools, your standups, your naming conventions. Scale up or down per sprint.
Tell us about your project and we'll scope a tailored solution — no fluff, no middlemen.
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