XO3D Studio · Guide

How Product CGI Is Scoped.

No price list. An honest explanation of the seven variables that determine the scope of a product CGI project, so you know what to expect before you brief anyone.

Thomas Howcroft
Founder | Director, XO3D Studio

We don't publish a price list, and neither do the best studios in our industry. The reason isn't mystification: the scope of a product CGI project is determined by the specific combination of variables below, and a price list suggests a level of standardisation that doesn't reflect how production actually works.

What I can tell you is what those variables are, how each one affects the scope of a project, and what shape different project types typically take. That way, when you do approach a studio, us or anyone else, you're having a conversation about the work rather than a number.

7
Scope Variables
2
Revision Rounds Included
1
3D Asset, Every Deliverable
CAD
Sourced Where Possible
XO3D artist reviewing a Keyshot render at his workstation
Every project has a named senior artist reviewing and directing the render before it leaves the studio.

The seven variables

What determines the scope of a product CGI project.

  1. VARIABLE 01

    Model Complexity

    The 3D model is the foundation of every deliverable. A product with simple, geometric forms (a speaker, a box, a bottle) models faster than a product with complex organic curves, fine surface details, or intricate mechanical components. A product with moving parts (hinges, mechanisms, telescoping elements) requires significantly more build time. If XO3D needs to construct the model from scratch versus refining an existing clean CAD file, that changes the build time. In all cases, we review your source files before scoping the project.

  2. VARIABLE 02

    Number and Type of Deliverables

    A project that produces ten studio still images is a smaller scope than one that also includes a 60-second hero film and six social format cut-downs. However, and this is the efficiency case for CGI, all of those deliverables come from the same 3D asset. The model, materials and lighting rig are built once. Each additional deliverable after the initial build takes significantly less time than the first.

  3. VARIABLE 03

    Colourway and Variant Count

    A product available in three colourways requires a material swap in the 3D file, not a new build. This is typically a fraction of the original build time per variant. But if variants involve structural changes (different lid mechanisms, different component configurations), each variant may require modelling work. We scope this clearly at brief stage.

  4. VARIABLE 04

    Material and Environment Complexity

    Physically based material reconstruction (building materials from physical reference rather than using library presets) takes time and expertise. A brushed aluminium chassis with a specific anodising process requires research and reconstruction. A uniform matte plastic casing is faster. Similarly, complex environmental setups (specific lifestyle contexts, multi-product arrangements) take longer to build than clean studio backgrounds.

  5. VARIABLE 05

    Animation Complexity

    A simple 360° product rotation animates quickly. A 60-second film with deliberate camera choreography, smooth material reveals, and edited timing takes significantly more direction and execution. Mechanism animations, which show how a product works internally, require the most time because the sequence must be accurate as well as visually compelling.

  6. VARIABLE 06

    Timeline Pressure

    Standard production timelines are scoped at the start of each project. If you need delivery faster than that, whether through compressed render schedules, parallel review tracks, or overnight farm render time, this changes the schedule. Rush work is possible; it displaces other project scheduling and requires additional resource commitment.

  7. VARIABLE 07

    Revision Rounds

    Two rounds of revision are included as standard in all XO3D projects. Additional rounds beyond this are scoped clearly before they begin. The most effective way to keep a project on track is a thorough pre-production approval process: storyboard, animatic, material tests and lighting review are all approved before final rendering begins. Changes at that stage are straightforward. Changes after final render mean re-work.

Typical project shapes

How scope varies by project type.

These are indicative shapes based on standard complexity projects. Your actual scope may sit above or below these depending on the variables above.

Project TypeTypical ShapeWhat's Included
Still Image SuiteSingle-session build8–20 hero renders, studio backgrounds, 2 revision rounds, 4K delivery
Hero Product Film (30–60s)Full production pipelineStoryboard, animatic, full film, sound design, 4K + social formats
Full Launch SuiteLargest single buildHero film, still library, social formats, press kit assets, all from one build
Technical / Mechanism FilmCAD-led productionCAD review, mechanism animation, technical accuracy review, engineering sign-off
Visual Content Partnership (monthly)Ongoing retainerOngoing content production from established 3D asset: films, stills, formats

Important: These shapes assume a well-documented product, clear brief, and timely client approvals. Projects that lack source files, have unclear briefs, or require significant revision rounds beyond the standard two will need a larger scope. The single most effective way to keep a CGI project on schedule is to be thorough at brief stage.

FAQ

Scoping questions we get asked most often.

Do I need to provide CAD files, and what if I don't have them?
CAD files (STEP, IGES, SolidWorks or similar) are the ideal starting point. They allow us to build a dimensionally accurate 3D model efficiently. If you don't have CAD files, we can work from detailed technical drawings, photography from multiple angles, and physical reference samples. Building from scratch without CAD data is possible but takes longer; we'll tell you clearly what source material we need and what the impact is on scope and timeline before the project begins.
Is there a minimum project scope?
XO3D's engagements are built around a foundational 3D asset: modelling, material development, lighting, and two rounds of structured revision. Below a certain scope, that foundational process doesn't make sense for either side, so we'll tell you honestly if a brief is too small for the standard we hold ourselves to, rather than take it on and cut corners.
Why is XO3D more thorough than a fast-turnaround studio?
Three reasons. First, a named Creative Director and named Director are responsible for your project, not a generalist team. Second, every material is built from physical reference using PBR workflows, not from preset libraries. Third, the pre-production process (storyboard, animatic, material tests, lighting review) is thorough, which protects the project from disruptive changes later. These things take time. They also produce work that performs better in market.
How does a Visual Content Partnership retainer work?
The first month covers the foundational 3D asset build. Subsequent months focus on producing new content from that established asset, so the relationship compounds: each month’s output builds on a growing, reusable library.

Start the conversation

Ready to scope your project?

Tell us about the product, what output you need, and when you need it. We'll come back with a clear scope and an honest read on what it takes.