
In 3D computer graphics, 3D modelling is the process of mathematically representing any surface of an object in three dimensions by means of special software. The product is called a 3D model. A person using a 3D model may be called a 3D artist. It can be displayed as a two-dimensional image through a process called 3D rendering, or it can be used in computer simulations of physical phenomena.
3D modelling is used in various industries such as film, animation and gaming, interior design and architecture. They are also used in the medical industry to create interactive representations of anatomy. A large amount of 3D software is also used to construct digital representations of mechanical models or parts before they are actually manufactured.3D modelling is also used in industrial design, where products are modelled in 3D before they are presented. In the media and events industry, 3D modelling is used in stage and set design.
In recent years, the gaming and animation industries have gradually opened up forms of expression beyond two dimensions, and 3D (three-dimensional) visual effects have become a popular demand in the entertainment industry due to their excellent realism and immersive experience. At the same time, more and more scenes and characters in the film and television industry can be constructed with 3D modelling; animation can also be relatively more cost-saving through the 3D form of production, so based on the advantages of all aspects, under this demand, 3D modelling software in the game and animation industry is growing rapidly.
The global 3D Modeling for Games and Animation market was valued at US$ 772 million in 2023 and is anticipated to reach US$ 1426 million by 2030, witnessing a CAGR of 9.3% during the forecast period 2024-2030.
Global key players of 3D modeling for games and animations include DAutodesk, Maxon Computer, Adobe, Foundry, Side Effects Software. The top five players hold a share over 73%. China is the largest market, has a share about 10%. In terms of product type, modeling software is the largest segment, occupied for a share of 81%, and in terms of application, animation has a share about 52 percent.
This report aims to provide a comprehensive presentation of the global market for 3D Modeling for Games and Animation, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding 3D Modeling for Games and Animation.
The 3D Modeling for Games and Animation market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global 3D Modeling for Games and Animation market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the 3D Modeling for Games and Animation companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
Market Segmentation
By Company
Autodesk
Maxon Computer
Adobe
Foundry
Side Effects Software
NewTek
Chaos Group
headus
Rizom-Lab
Segment by Type
Modeling software
UV Tools
Others
Segment by Application
Animation
Games
By Region
North America
United States
Canada
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Rest of Europe
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of 3D Modeling for Games and Animation company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global 3D Modeling for Games and Animation Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Modeling software
1.2.3 UV Tools
1.2.4 Others
1.3 Market by Application
1.3.1 Global 3D Modeling for Games and Animation Market Growth by Application: 2019 VS 2023 VS 2030
1.3.2 Animation
1.3.3 Games
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global 3D Modeling for Games and Animation Market Perspective (2019-2030)
2.2 Global 3D Modeling for Games and Animation Growth Trends by Region
2.2.1 Global 3D Modeling for Games and Animation Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 3D Modeling for Games and Animation Historic Market Size by Region (2019-2024)
2.2.3 3D Modeling for Games and Animation Forecasted Market Size by Region (2025-2030)
2.3 3D Modeling for Games and Animation Market Dynamics
2.3.1 3D Modeling for Games and Animation Industry Trends
2.3.2 3D Modeling for Games and Animation Market Drivers
2.3.3 3D Modeling for Games and Animation Market Challenges
2.3.4 3D Modeling for Games and Animation Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top 3D Modeling for Games and Animation Players by Revenue
3.1.1 Global Top 3D Modeling for Games and Animation Players by Revenue (2019-2024)
3.1.2 Global 3D Modeling for Games and Animation Revenue Market Share by Players (2019-2024)
3.2 Global 3D Modeling for Games and Animation Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players Ranking by 3D Modeling for Games and Animation Revenue
3.4 Global 3D Modeling for Games and Animation Market Concentration Ratio
3.4.1 Global 3D Modeling for Games and Animation Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by 3D Modeling for Games and Animation Revenue in 2023
3.5 Global Key Players of 3D Modeling for Games and Animation Head office and Area Served
3.6 Global Key Players of 3D Modeling for Games and Animation, Product and Application
3.7 Global Key Players of 3D Modeling for Games and Animation, Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 3D Modeling for Games and Animation Breakdown Data by Type
4.1 Global 3D Modeling for Games and Animation Historic Market Size by Type (2019-2024)
4.2 Global 3D Modeling for Games and Animation Forecasted Market Size by Type (2025-2030)
5 3D Modeling for Games and Animation Breakdown Data by Application
5.1 Global 3D Modeling for Games and Animation Historic Market Size by Application (2019-2024)
5.2 Global 3D Modeling for Games and Animation Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America 3D Modeling for Games and Animation Market Size (2019-2030)
6.2 North America 3D Modeling for Games and Animation Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America 3D Modeling for Games and Animation Market Size by Country (2019-2024)
6.4 North America 3D Modeling for Games and Animation Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe 3D Modeling for Games and Animation Market Size (2019-2030)
7.2 Europe 3D Modeling for Games and Animation Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe 3D Modeling for Games and Animation Market Size by Country (2019-2024)
7.4 Europe 3D Modeling for Games and Animation Market Size by Country (2025-2030)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific 3D Modeling for Games and Animation Market Size (2019-2030)
8.2 Asia-Pacific 3D Modeling for Games and Animation Market Growth Rate by Country: 2019 VS 2023 VS 2030
8.3 Asia-Pacific 3D Modeling for Games and Animation Market Size by Region (2019-2024)
8.4 Asia-Pacific 3D Modeling for Games and Animation Market Size by Region (2025-2030)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America 3D Modeling for Games and Animation Market Size (2019-2030)
9.2 Latin America 3D Modeling for Games and Animation Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America 3D Modeling for Games and Animation Market Size by Country (2019-2024)
9.4 Latin America 3D Modeling for Games and Animation Market Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa 3D Modeling for Games and Animation Market Size (2019-2030)
10.2 Middle East & Africa 3D Modeling for Games and Animation Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa 3D Modeling for Games and Animation Market Size by Country (2019-2024)
10.4 Middle East & Africa 3D Modeling for Games and Animation Market Size by Country (2025-2030)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Autodesk
11.1.1 Autodesk Company Details
11.1.2 Autodesk Business Overview
11.1.3 Autodesk 3D Modeling for Games and Animation Introduction
11.1.4 Autodesk Revenue in 3D Modeling for Games and Animation Business (2019-2024)
11.1.5 Autodesk Recent Development
11.2 Maxon Computer
11.2.1 Maxon Computer Company Details
11.2.2 Maxon Computer Business Overview
11.2.3 Maxon Computer 3D Modeling for Games and Animation Introduction
11.2.4 Maxon Computer Revenue in 3D Modeling for Games and Animation Business (2019-2024)
11.2.5 Maxon Computer Recent Development
11.3 Adobe
11.3.1 Adobe Company Details
11.3.2 Adobe Business Overview
11.3.3 Adobe 3D Modeling for Games and Animation Introduction
11.3.4 Adobe Revenue in 3D Modeling for Games and Animation Business (2019-2024)
11.3.5 Adobe Recent Development
11.4 Foundry
11.4.1 Foundry Company Details
11.4.2 Foundry Business Overview
11.4.3 Foundry 3D Modeling for Games and Animation Introduction
11.4.4 Foundry Revenue in 3D Modeling for Games and Animation Business (2019-2024)
11.4.5 Foundry Recent Development
11.5 Side Effects Software
11.5.1 Side Effects Software Company Details
11.5.2 Side Effects Software Business Overview
11.5.3 Side Effects Software 3D Modeling for Games and Animation Introduction
11.5.4 Side Effects Software Revenue in 3D Modeling for Games and Animation Business (2019-2024)
11.5.5 Side Effects Software Recent Development
11.6 NewTek
11.6.1 NewTek Company Details
11.6.2 NewTek Business Overview
11.6.3 NewTek 3D Modeling for Games and Animation Introduction
11.6.4 NewTek Revenue in 3D Modeling for Games and Animation Business (2019-2024)
11.6.5 NewTek Recent Development
11.7 Chaos Group
11.7.1 Chaos Group Company Details
11.7.2 Chaos Group Business Overview
11.7.3 Chaos Group 3D Modeling for Games and Animation Introduction
11.7.4 Chaos Group Revenue in 3D Modeling for Games and Animation Business (2019-2024)
11.7.5 Chaos Group Recent Development
11.8 headus
11.8.1 headus Company Details
11.8.2 headus Business Overview
11.8.3 headus 3D Modeling for Games and Animation Introduction
11.8.4 headus Revenue in 3D Modeling for Games and Animation Business (2019-2024)
11.8.5 headus Recent Development
11.9 Rizom-Lab
11.9.1 Rizom-Lab Company Details
11.9.2 Rizom-Lab Business Overview
11.9.3 Rizom-Lab 3D Modeling for Games and Animation Introduction
11.9.4 Rizom-Lab Revenue in 3D Modeling for Games and Animation Business (2019-2024)
11.9.5 Rizom-Lab Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.1.1 Research Programs/Design
13.1.1.2 Market Size Estimation
13.1.1.3 Market Breakdown and Data Triangulation
13.1.2 Data Source
13.1.2.1 Secondary Sources
13.1.2.2 Primary Sources
13.2 Author Details
13.3 Disclaimer
Autodesk
Maxon Computer
Adobe
Foundry
Side Effects Software
NewTek
Chaos Group
headus
Rizom-Lab
Ìý
Ìý
*If Applicable.
