image

From Real World
to Real Time

Matterfield leverages advanced 3D scanning and production workflows to create 3D and 2D content for VFX, Computer Vision, and Video Game developers.
  • icon

    20+ Years of Expertise

    We're built on years of production, scanning, and problem-solving experience that continue to shape the quality of the library.

  • icon

    Distinctive Capture

    We use multiple capture methods to build assets with more specificity, better material character, and stronger real-world presence.

  • icon

    Rare Content

    We often scan overlooked, hard-to-find, and man-made subject matter so the library feels less like usual stock catalog.

Why We Built Matterfield

Fulfill the Need

As 3D becomes more central to games, film, design, and interactive media, the need for believable real-world reference keeps growing. Matterfield began from the idea that scanned content could be more distinctive, more useful, and more thoughtfully built than what most marketplaces were offering
image

Offer Something Unique

We saw the same problem repeatedly: artists could find plenty of assets, but they're all relatively generic and all too focused on nature. On top of that, the libraries are so focused on quantity that quality suffers. Matterfield was built to offer a different production standard with assets chosen for realism, character, and practical value in production. There is much here you won't find elsewhere.
image

Leverage the Right Technology

We rely on our own researched workflows and tools that provide stellar results, backed by 25 years of 3D rendering, automation, and pipeline expertise.
image

Use our Experience

Founded in 2019 in Raleigh, NC, USA, Matterfield is founded by Peter Sekula; a 20+ year veteran of the video game industry who got his start at Ubisoft. Since 2015, he's been focused fullt-time on providing technical consulting and mass content capture for large and small companies. Matterfield has a production team consisting of worldwide network of photographers who capture bespoke content from key biomes around the world, process it all with custom workflows and pipelines, and effortlessly deliver it to our partners.
image
background
Matterfield provides the service to get artists and clients the thematic content they need. With the library, we demonstrate our ability, and the community benefits as a whole.
image

How We Work

Matterfield is a small, highly focused crew that works like a trusted extension of your production team. We aim to feel less like a distant vendor and more like a trusted group you can actually work with.
  • background
    Scalable 3D Scanning
    We're not constrained to scanning in a studio. Matterfield is built to travel, adapt, and capture where the subject matter actually lives, which gives us access to a wider range of objects, environments, and reference. Our hardware choices and capture processes are designed around that flexibility.
  • background
    Scalable Processing
    Our processing pipeline is designed to handle volume without becoming rigid. We use C#, Python, Houdini, and other specialized tools to automate repeatable work, then step in with hands-on refinement in tools like ZBrush, Artec Studio, and Adobe Substance where judgment still matters.
  • background
    Ready for Production
    Every asset moves through a deliberate production pipeline shaped by years of practical experience. That means cleaner outputs, more predictable results, and content that is easier to evaluate, integrate, and reprocess when project scope changes.

What Clients Say

  • The partnership with Matterfield has allowed us to order thousands of scan captures worldwide over the past several years. Being able to provide this level of service, without geographic limitations, at such a consistent level of quality, and on such a volume of data makes Matterfield a unique resource in today's landscape.
    Nicolas Paulhac
    Nicolas Paulhac
    Head of 3D Content - Adobe
  • Matterfield is my most trusted external vendor for high end scanning. They never hesitate to go the extra mile to cater to specific pipelines and needs, even going so far as to build custom tools to improve QA feedback cycle and more.
    Pat Goodwin
    Pat Goodwin
    Photogrammetry Lead - That's No Moon
  • We frequently have positive discussions about approaches to artwork that lead to better results which is so rare from external teams. I have no hesitations in recommending Peter and Matterfield for the very best in CG artwork
    Christopher Payton
    Christopher Payton
    Director of Content - Unity

Get in Touch

If you want to learn more about the library, discuss partnerships, ask about sourcing, or simply connect with the team, please reach out!. Matterfield is built around long-term creative usefulness, and conversation is part of that.
Send a message and we'll get back to you shortly

FAQ

Curious about Matterfield, where we scan, availability, or our methods? Here are some frequently asked questions we often receive:

  • Is your team for hire?
    Yes of course. We offer scanning services in multiple countries with thematically interesting subject matter, ideal for video games. We've also helped large companies enhance their existing libraries and acquire training datasets, scanning upwards of 8000 surfaces across multiple countries for a single vendor.

    We also offer production services where we can process and cleanup scans you've received from your existing outsourcing vendor. We'll quickly leverage our workflows in Zbrush/Substance Painter/etc to process the object or surface scan and deliver to you according to your spec.

    We're a team that is production-focused and results-driven, aiming to be a natural extension of your team. We have photographers all over the world in key geographical areas whom we've trained and geared up with high end equipment. Let's meet up to discuss more! Interested parties can reach out to Pete Sekula via Linkedin.
  • What is your AI policy? Where in your workflow is AI used?
    Matterfield is an AI-friendly company. We leverage AI where it makes sense. It does not take a lead role in content development.

    We leverage Codex for software prototyping, ideation, and development. For textures, we may use it to sharpen the albedo texture of models and surface scans. We may use it to fix up an area where our capture process missed. The textures and models on this website were entirely scanned from physical subjects and post-processed by human artists. AI models specialized in 3D objects (Trellis/Hunyuan/etc) are never used.
  • What is your model processing workflow?
    The goal is to create a canonical source 3D model with a very high triangle count that contains good, human-made UVW mapping with a complete set of Metal Rough PBR textures. From this dataset, one can deploy to many different rendering platforms (desktop to mobile) with ease and efficiency. All datasets are referenced in a large database from which our automation software, as well as our team, operates.

    We leverage Reality Scan, Artec Studio, Maxon ZBrush, Houdini, Adobe Substance Designer/Painter, and a legion of custom-made image and 3D processing tools to provide what we believe is "shippable quality.". We process in 16bit depth for sourcedata.

    For vendors, we plug into their cloud infrastructure to deliver the content the moment it's processed by our machines. This makes iteration efficient and fast.
  • What is your texture processing workflow?
    The goal here is to provide sharp, clean, professionally-tiled PBR texture sets of surfaces from around the world. We often compare ourselves to other competing websites/companies' outputs and consistently beat on post-processing. This is because we've tested and analyzed many different software solutions along the various points along the pipeline and honed in on what consistently delivers the best quality. Then, we use custom tools and approaches in Substance Painter to meticulously tile and prepare the surface scan for production.

    For vendors, we plug into their cloud infrastructure to deliver the content the moment it's processed by our machines. This makes iteration efficient and fast.
  • Have you worked with companies who need datasets for AI models?
    Yes. Whether it's 3D/2D content for video games, VFX, or tech companies, our output can be customized to spec. We are specialized for mass acquisition and delivery of content. Interested parties can reach out to Pete Sekula on LinkedIn
  • Do you have samples of your work?
    Yes! Every 3D model and texture on this website is available for live 3D preview. Simply pick the asset by browsing the library and click "Open 3D Viewer" to see it live.
  • What is your background?
    My passion for environment art and visual storytelling has driven my career for over 20 years in the video game industry, where I worked on titles within the Tom Clancy's series (Ghost Recon, Rainbow6), Far Cry 4, and The Division. I have extensive experience in real-time rendering, shaders, materials, and optimization for desktop and mobile platforms. I have also automated end-to-end photogrammetry and 3D scanning production processes using ASP .Net, REST API, and cloud-based services, making my company (and partners) more efficient and scalable.

    I mostly enjoy empowering teams to work faster, overcoming annoying production burdens so we can have more fun in our day.