ForgeFX Simulations
Ed Rojas / 3D Art Production / Workload Preview

Put The Grunt Work On Me.

Your high-value work is deciding what the asset should be. I can take the repetitive production loop around that decision: audit, convert, bake, validate, document, package, and prove the handoff.

Conceptual heavy-equipment asset pipeline from source geometry to engine-ready model
Image-generated concept, not project evidence: source geometry → cleanup → maps → materials → engine-ready package.

What Your Past Deliverables Say

I reviewed the indexed work evidence available to me before writing this: John Deere dump-truck modeling, CAD part decisions, UV work, triangle-budget reduction, texture revisions, Unity checks, and Somero equipment updates. The pattern is clear: detailed 3D judgment surrounded by repetitive verification and packaging.

Model + CAD TriageCab-interior construction, deciding which supplied CAD parts belong, and documenting small detail questions for review.
UV + Texture ProductionDump-truck exterior/interior UVs, stacked UV decisions, full S22 texturing, receiver and truck texture revisions.
OptimizationTire reductions, polygon-budget tracking, and preserving usable detail while preparing real-time heavy-equipment assets.
Client CorrectionsGrade-rod extensions, tripod scale, laser-transmitter orientation marks, decals, and requested texture changes.

10 Jobs I Can Take Off Your Plate

These are concrete handoffs, not generic AI suggestions. You provide the source files and acceptance notes. I return editable outputs, machine-readable checks, and visual proof. Nothing replaces your art direction.

Best first test
01

Batch AO + PBR Bakes

Run repeatable AO, normal, curvature, ID, and other agreed bakes across one asset or a folder; catch overlaps, padding, cage, tangent, and seam failures.

RETURN Maps, bake settings, failed-item list, and proof renders.Pain removed: babysitting one bake at a time
UV
02

UV Audit + Checker Proof

Measure overlap, bounds, texel density, padding, mirrored/stacked regions, and waste; then render checker views so fixes are obvious before texturing.

RETURN UV report, corrected copy when approved, and checker sheet.Matches: dump-truck interior/exterior UV work
CAD cleanup
03

Part Inventory + CAD Triage

List every mesh, duplicate, hidden part, material, transform, and bounding box; group likely keep/remove/rebuild candidates for your decision.

RETURN Searchable inventory, contact sheet, and approved cleaned copy.Matches: cab-part selection and interior modeling
Optimization
04

Triangle Budget + LOD Candidates

Find dense offenders, generate conservative reduction candidates, compare silhouettes, and preserve articulation boundaries and important close-up detail.

RETURN LOD assets, savings table, wireframes, and turntables.Matches: tire reduction and polygon budgets
Textures
05

Texture Set Cleanup

Batch rename, resize, convert, channel-pack, remove accidental alpha, verify color space, and flag mismatched dimensions or missing maps.

RETURN Source-preserved engine set plus exact conversion manifest.Pain removed: repetitive file-by-file processing
Corrections
06

Mechanical Change Verification

For scale, extension, decal, orientation, or texture corrections, compare before/after geometry and materials so unrelated details do not drift.

RETURN Edited copy, measured deltas, and annotated before/after proof.Matches: tripod, grade rod, transmitter, and decal fixes
Engine handoff
07

Unity-Ready Import Package

Validate scale, axes, pivots, hierarchy, materials, texture links, collision expectations, naming, and prefab-facing structure before the developer gets it.

RETURN FBX/GLB package, manifest, import checklist, and exceptions.Matches: adding texture progress to Unity
QA
08

Automated Asset Health Report

Open every submitted model and produce geometry, materials, textures, dimensions, bones, missing links, naming drift, and renderability checks.

RETURN One sortable report with PASS/WARN/FAIL and source links.Pain removed: discovering problems late
Review
09

Review + Question Packet

Turn screenshots and notes into a compact review page: issue, exact location, recommended correction, decision needed, and approval state.

RETURN Shareable visual packet and numbered decision list.Matches: documenting detail questions for leads
Delivery
10

Final Submission Packaging

Build the boring but critical delivery bundle: source, output, previews, manifest, changelog, checksums, and concise Slack-ready completion note.

RETURN Verified ZIP plus live submission report and downloads.Pain removed: handoff assembly and status writing

Fastest Way To Use Me

Start with one real, low-risk asset. Keep the original untouched. Give me the result and constraints; I will inspect first, work on a copy, and return proof.

@ForgeBot
Goal: Bake AO and validate this model
Source: attached FBX + textures
Constraints: 1024px, preserve UVs, Unity target
Return: edited copy + maps + proof sheet