Video game and movie outsourcing studio

 About 10Ravens outsourcing studio

 10ravens s.r.o. was founded in 2010 by two partners who have been dealing in computer graphics for more than ten years and who helped create titles like Vietcong, Need for Speed Shift, Wanted the Game, Risen 2, and others. Therefore, we could draw on our years of experience and get a lot of quality contracts and a number of satisfied customers in our portfolio.

 We deal in outsourcing computer graphics for game, film, and architectonic studios, mainly in creating 3D models, 2D textures, postproduction, and animations. Our company also has an already-established and successful web store selling 3D models, textures, and other graphical products.

 Our main goal is to implement ideas and wishes of our clients and business partners. Our company relies on professional knowledge and experience of our employees, and it cares about their professional growth. For us it is about making our work and professional approach lead to quality results that satisfy expectations of all our clients. We provide services to both small and middle-sized companies as well as to big developers.

 We are ready to meet any demands of our clients in a professional way and in the best quality. Our efforts are aimed to satisfy our clients as best as possible and to make them fulfill their plans with the help of our services.

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Detailed contact information you can find here.

 Main activities and responsibilities

 Our main line of business is formed by outsourcing and producing customized hi-poly, low-poly, NextGen, and sculpted 3D models, photo-realistic and hand-painted 2D textures, animations, rendering and final postproduction into computer games, films, and architectonic visualizations. We mainly create complete real and unreal 3D models of vehicles, weapons, buildings, characters, trees etc. based on provided reference photographs or concepts. We are able to very much adjust to graphic demands and artistic stylization of the whole project.

 High poly modeling

 In this part of the portfolio we would like to present our samples of hi-poly 3D models from various projects created mainly for film studios. The models presented were created with textures and global settings of materials. Check our website store to see more of our hi-poly 3D models.


 We have chosen examples of several various 3D hi-poly models of vehicles created with a big focus on its details according to the requirements of our clients.

 Mahindra Bolero - A model of a police car used in Mumbai was created for a client from India to be used in a short marketing animation. The client emphasized his interest also in the interior and chassis of the vehicle.

 Dropship - A 3D model of dropship was created for a sci-fi film on the basis of a drawn concept provided by the client.

 Blackhawk helicopter - An example of quality topology of a hi-poly 3D model of a helicopter which was created for filming purposes and modelled with a big focus on details, including its interior.

 City scooter - A hi-poly 3D model of a scooter from our website. Check our 3d model store to take a look at more than a thousand other 3D models mostly designed for animation and architectonic visualizations.


 This category is represented by several architectonic 3D models created for various film projects.

 Chinese gate - A model of a Chinese gate was created together with surrounding buildings for a short film 3D animation. This object was based on a real Chinese gate, and the client required all the details, including its reliefs and adornments, for several close-up views of the gate.

 Straw huts - 3D models of huts were created for animations with slightly stylized graphics. Our task was to model the objects in unusually great detail, including its reed roof.

 Base camp - For a fifteen-minute video we created the whole model of a base camp, including its interior. It is a large 3D model with complete textures ready for animating. It was created in an extremely short period of time on a last-minute request of the client.


 Here we would like to present both real and stylized characters ready in positions for rigging and subsequent animating. Versions of facial expressions were created for all the characters.

 Anatomical study of a woman - This model was created as an in-house study, and we used a base mesh of a naked woman from our web store.

 Demon Kalanemi - A stylized character of Kalanemi which was created for a film project based on the mythology of India. The client provided an accurate concept for this character.

 Pootna - A 3D model of Pootna for a client from India created based on a concept.

 Krishna - A detailed 3D model of Krishna was created exactly according to a provided concept.

 Nextgen in-game models

 In this part of the portfolio we would like to present our NextGen 3D models from several projects. They were created for game developers using the most up-to-date computer graphics technologies, including the Unreal Engine 3. The presented models were mostly created with their hi-poly and low-poly versions, LODs, textures, and specular and normal maps. Given the diversity of the projects, it was always necessary to agree with the client on technical details such as size of the textures, number of faces etc.


 Here we have chosen several NextGen in-game models of vehicles from various projects. The production processes were always similar; from the hi-poly models we generated normal and ambient occlusion maps to be used for creating a texture for low-poly models.

 Excavator - The assignment was to create an in-game model of an old excavator with its paint peeling off which was used in a 3D game on the background at a construction site.

 Hummer - This vehicle was created to be used in a PC game based on the Unreal engine 3. The final 3D model was again created from a hi-poly model.

 Blackhawk helicopter - Similar to the 3D model of the helicopter from the hi-poly modelling section. This is a NextGen in-game low-poly version of some other type of blackhawk created with the use of normal and specular maps and a diffuse texture.


 As an example, we have decided to present here several objects from a major project. In this case, a rather unconventional production procedure was used; our task was to create textured hi-poly models of object and mapped versions of low-poly models based exactly on the concepts provided. The client himself then generated the resulting look of the final objects into the game, which was quite advantageous for him.

 Campfire - This NextGen 3D model of a campfire was created on client’s request in a non-standard procedure.

 Bamboo bed - A 3D model of a bamboo bed created following the same procedure as the one used for the previous example of campfire.

 Clay pots - Another example of simple models of clay pots from the same project. All the assets had to fit in a graphic unit stylized the same way.


 Examples of several models of weapons from a game based on the Unreal engine 3. Our task was to process the whole arsenal of weapons of thirty objects in high quality, and each object had around five various add-ons and versions, e.g. scope, clips, lasers etc. For each weapon we always created a hi-poly version of the model which the final in-game model was based on. The textures for this FPS project were hand-painted in high definition in order to show even the slightest details of scratches.

 MP 9 submachine gun - A NextGen 3D model of an MP 9 submachine gun for a first person shooter game. The weapons for this project were created with several versions of LODs.

 Sig 226 pistol - Another NextGen 3D model of a weapon with a hand-painted texture, specular map, and a generated normal map.

 AT 4 rocket launcher - The client emphasized that these objects and textures were processed in detail, as the weapons would be viewed from the first person view most of the time of playing.

 Lowpoly in-game models

 This part of the portfolio presents low-poly modeling and examples of in-game assets we created. Most of these models were used only for background so the player did not get too close to them. Also, for most models we then created LODs and used specular and normal maps for them. A big number of assets were created on the basis of real objects and on photo references provided.


 Here we present several examples of low-poly buildings used in a 3D computer game. These buildings were mostly parts of a big and complex scene and we had to save faces and size of the textures due to hardware demands of the whole project.

 Demolished barn - Our task was to create a model of an old, demolished barn with a limited number of faces and size of textures.

 Construction site - A complex model of a construction site used in a race game as a backdrop. Textures with the alpha channel were used in order to achieve the best possible impression from the space while keeping the smallest possible number of faces. It was based on a real model.

 Italian house - A 3D low-poly model created on the basis of Italian houses. The client asked us to use one texture to create several houses similar in style but different in shape.

 Residential house - A simple 3D model of a house with several texture versions created to be used repeatedly on the background of the same scene to make the player see seemingly different buildings.


 This is where we present various types of low-poly objects mostly used as parts of bigger scenes. For these assets we always created LOD versions for better optimization of displaying the objects in the game.

 Neon signs - A minimum number of faces were used for these signs. The neon part is not modeled in detail, but it is formed by a texture with the alpha channel mapped on a board. Real objects were used as models for these signs.

 Road sign - A low-poly 3D model of a road sign. With respect to the requirement to use a small number of faces it was necessary to draw most of the details right into the texture.

 Spool - An example of good mapping of a simple low-poly model of a spool and of a production of textures. Both mapping and texture were created to have individual parts and strings fit to each other.

 Water tanks - An example of a combination of normal textures with the textures using the alpha channel. These are roof objects that were not supposed to get in direct contact with the player.


 For this category we have chosen versions of low-poly trees created always in a bit different technique. Also, it contains examples of 3D models of rocks used on the background of the scene.

 Banana trees - These models of banana trees were optimized to a small number of faces and most effects were created only by a diffuse texture with the alpha.

 Palms - Low-poly models of palms with the maximum use of the alpha channel in order to achieve a more detailed look.

 Broad-leaved trees - This model was created with the help of a technique using several overlapping textures with the alpha channel mapped on a board in order to make the treetop look rich.

 Broad-leaved trees - An example of a low-poly object of a broad-leaved tree. For the branches we used cross models, i.e. textured boards shaped as a “Mercedes cross”. This production method simulated the richness of the treetop even for views from various sides.

 Small rocks - A small 3D low-poly model of a rock used as a background object.

 Background rocks - These red, sandstone rock formations were used only on the background of a large scene and the player could not get too close to them.

 Background rocks - Similarly stylized sandstone rock formations. We drew inspiration from an area known as Monument Valley.


 In this part of the portfolio we would like to introduce several textures from our production, such as drawn textures, tiled textures, textures with the alpha channel, and vector textures. At our website we present for free a databank of thousands of our source textures and photos classified in thematic subgroups. We mostly use our databank for textures we need for our work.

 Barrels - A comparison of two different styles of textures on a simple model of a barrel; an upper texture of an old and dirty barrel and a lower texture formed by a stylized cartoon drawing technique.

 Old wall - Here we present our artistic skills in a picture of a destroyed wall with and old door using both photographs and hand-painted parts.

 Garbage - An example of work with the alpha channel on a simple texture of some garbage. This texture may then be used in various parts of a scene on the floor in order to achieve the required atmosphere.

 Carpet - Vector texture. This is a texture from our website where you can take a look at more pieces like this.

 Some of the works presented in our portfolio were not created by 10ravens s.r.o. but by founders or members of current 10ravens team.