how much does a roblox 3d model cost?

the honest answer is a range, and the range is wide: a stud-style prop starts around $10, the same prop built for a realistic shooter starts around $40, and a detailed weapon in that style starts at $150. here is what actually moves the number.

the four style lanes

price tracks style, not "quality". a hand-painted hero piece and a sculpted realistic one take comparable hours — they just belong in different games. four lanes cover almost every roblox commission:

lanewhat it is
stud & blockyclassic roblox. flat colours, sharp edges, fast to build.
low & mid polythe simulator workhorse. clean topology, simple textures.
hand-paintedstylized proportions, painted textures. the fantasy rpg look.
realisticsculpted, retopologized, baked pbr. the shooter look.

pick the lane your game already reads as. a realistic rifle dropped into a stud-style obby looks worse than a stud-style rifle would, and costs four times as much.

starting prices by deliverable

these are bevel's own floors — the cheapest lane on the left, the most expensive on the right. the real number for your job comes back with the brief.

deliverablefrom
single prop / tool$10 stud · $40 realistic
prop pack (5)$40 stud · $150 realistic
single detailed weapon$25 stud · $150 realistic
weapon pack (5)$90 stud · $500 realistic

what actually moves the price

  • rigging. a static prop and a rigged, animated character are different jobs. say up front whether you need it rigged, and for r6 or r15.
  • texture work. flat colours are cheap. a full pbr set — albedo, normal, roughness, metallic, baked from a high-poly sculpt — is most of the labour on a realistic piece.
  • poly budget. "make it look good" is expensive. "under 4k triangles, one 1024 atlas, must run on mobile" is a spec someone can hit first time.
  • count and reuse. a pack of five modular pieces costs far less per asset than five unrelated hero pieces, because the material and topology work is shared.
  • speed. rush work costs more everywhere. at bevel it is a flat +25%.

the costs that are not the model

two things quietly change what you pay, and neither is on the price tag.

a sane way to budget

  1. pick the lane from your game's existing look, not from a mood board of the best art you've ever seen.
  2. list the assets you actually need to ship the next update. not the whole game.
  3. group anything that can share a texture atlas or a base mesh into a pack.
  4. add 25% headroom for the one piece that turns out to be harder than it looked.
  5. get the quote before you commit — a real quote names a price, a scope and a delivery date together.

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