how ignura launched bevel, and when a roblox studio should think about launch
bevel was designed and launched by ignura, a launch studio for apps. if you run a roblox game or studio, start thinking about launch before you finish building: a clear site, strong visuals and a short film are what get a studio noticed and trusted.
read it- note
what to do when a 3d commission goes wrong
late, wrong, or gone quiet. what to do first, what to write down, and when to stop paying.
- guide
choosing an art style for your roblox game
four lanes, what each one signals to a player, and the price difference between them on the same piece.
- guide
how to budget art for a roblox game launch
three worked budgets built from real per-asset prices, plus the three line items every first-time budget forgets.
- craft
moving 3d assets between roblox, unity and unreal
what actually transfers, what silently breaks, and how to ask for a model that survives the move.
- trust
milestones, not deposits: how a bevel job is paid
one contract, milestones you can see, artists paid when work is accepted. what that changes for clients and for the bench.
- guide
how to hire a roblox 3d modeller (without hiring five)
where to look, what a real quote contains, the five red flags, and when one modeller is the wrong shape for the job.
- guide
commissioning a roblox map: how environment work actually runs
kits versus set pieces, why the greybox comes first, and the budget lines that keep a world running on phones.
- ugc
roblox ugc: what gets an accessory approved
the limits that get an accessory rejected, how fitting really works, and what to hand a modeller so the first upload goes through.
- technical
triangle budgets for roblox: how much is too much?
what the engine caps, what a phone tolerates, and the one line in a brief that saves a whole redo.
- process
how long does a 3d commission take?
the four things that set the schedule, where the days really go, and how to tell a date from a hope.
- pricing
how much does a roblox 3d model cost?
what the same asset costs in each of the four style lanes, and the five things that move the number.
- process
how to write a 3d asset brief that gets a real quote
the seven things a modeller needs before they can quote honestly, and the phrases that guarantee a wrong price.
- trust
commissioning 3d art without getting scammed
how it actually goes wrong in discord dms, and the five-minute checks that stop it.
- craft
r6 vs r15: which rig to ask for
what each rig costs you in animation work, and why the choice has to happen before modelling starts.
- craft
game-ready vs portfolio-ready 3d
topology, budgets, texel density, pivots and rigs — the five checks a beauty render can't show you.
asked a lot.
the questions every brief starts with, answered the same way we answer them on a call.
what does bevel make?+
game art for roblox first, unity and unreal on the same bench: characters, weapons and props, rigging and animation, maps and worlds, ugc and cosmetics, vfx and showcase content. not one modeller but a directed team for any part of the pipeline.
how much does a roblox 3d model cost?+
it depends on the style lane and the deliverable. a stud-style prop starts around $10, a realistic detailed weapon around $150, and characters, packs and environments are quoted per brief. every price includes the full ip transfer to you.
how long does a commission take?+
a single prop is one to three days; a realistic weapon three to six; a rigged r15 character one to three weeks; a modular environment kit two to four. every job runs on milestones with a date, and the plan comes back within a day of the brief.
who owns the work?+
you do. the full intellectual property in the delivered work transfers to you on final payment, included in every price. no rights tier, no upsell, no shared licence.
how does payment work?+
one contract with bevel, not with a freelancer. payment is attached to milestones you can look at, never to a deposit before anything exists, and artists on the bench are paid on acceptance.
do you only work on roblox?+
roblox first, because that is where most of the bench shipped, but the same people build for unity and unreal. brief the engine and the budget and the work is built to it.
how do artists join the bench?+
apply at bevel.team/artists with portfolio links. the bench is vetted, picked on the work, and small on purpose; the owners read every application themselves and reply within a few days.
stop reading. send the brief.
plan, price and delivery date back within a day. no account, no commitment.