CGI Services

Photoreal CG is an engineering problem before it is an art problem, and we treat it that way.

CGI covers everything created entirely in 3D — objects, characters, vehicles, environments and full digital sets that never existed in front of a camera. At Fuke's Media LLP, cgi services sits inside a single end-to-end visual production pipeline, so the same team that plans a shot can also finish it — no handoffs between disconnected vendors, no version drift, no surprises in the final conform.

Reshoots, physical builds and product photography are slower and costlier than a CG asset that can be re-lit, re-coloured and re-used across every format a campaign needs. That is why production houses, OTT commissioners, agencies and brands bring this scope to a specialist partner instead of absorbing it in-house: dedicated artists, predictable turnaround, and a review loop that keeps the director in control of every frame.

We build assets to a documented spec — real-world scale, clean topology, UDIM layouts and PBR textures — so the same asset survives a print crop and a 4K screen. Every project starts with a technical breakdown — plate audit, colour pipeline, resolution and frame-rate targets, delivery specs — before a single artist is assigned. Shots are tracked individually through 5 production stages, and each stage has a named owner and an approval gate.

Lookdev is signed off under three lighting scenarios before a single final frame is queued to the farm. Deliverables leave the studio only after an internal QC pass covering Layered EXR renders with AOVs, Turntables and lookdev sheets, Source scenes and PBR texture sets and any client-specific delivery template. Where a project needs it, we work directly inside the client's own naming convention, folder structure and review platform.

Photoreal CG is an engineering problem before it is an art problem, and we treat it that way. Whether the scope is a handful of hero shots or a full-season episodic volume, the workflow scales the same way — the same pipeline, the same QC, the same single point of contact from bid to final delivery.

Reference & scale: CAD, survey data or product samples turned into a measured reference pack.

Modeling: Production topology, LODs where needed, and geometry that holds up in extreme close-up.

Texturing & lookdev: PBR materials authored in Substance and validated against reference under HDRI.

Lighting & rendering: Colour-managed lighting, AOV setup and farm rendering at delivery resolution.

Comp & finishing: Multi-pass assembly, grade and output in every required aspect ratio.

Use case: Product hero renders

Use case: Digital doubles and vehicles

Use case: Full CG environments

Use case: Explainer and technical visuals

Deliverables: Layered EXR renders with AOVs; Turntables and lookdev sheets; Source scenes and PBR texture sets; Stills in all campaign crops.

Can you work from our CAD files? Yes — STEP, IGES, OBJ, FBX, USD and Alembic all ingest cleanly. We retopologise where CAD geometry is not render-friendly.

Do we own the 3D assets? Delivery of source scenes and textures is included when it is agreed in the contract, so the asset can be reused for future campaigns.

How photoreal can product CGI get? Indistinguishable from photography in most cases. The limiting factor is reference quality, not the renderer.