Global 3D Modeling for Games and Animation Market 2023 by Company, Regions, Type and Application, Forecast to 2029

Global 3D Modeling for Games and Animation Market 2023 by Company, Regions, Type and Application, Forecast to 2029

Page: 103

Published Date: 06 Aug 2023

Category: Service & Software

PDF Download

Get FREE Sample

Customize Request

  • sp_icon1 sp_icon1_b Description
  • sp_icon2 sp_icon2_b Table of Contents
  • sp_icon3 sp_icon3_b Table of Figures
  • sp_icon4 sp_icon4_b Research Methodology
  • sp_icon1 sp_icon1_b Companies Mentioned
  • sp_icon1 sp_icon1_b Related Reports
  • sp_icon1 sp_icon1_b Product Tags
btl

Description

According to our (Global Info Research) latest study, the global 3D Modeling for Games and Animation market size was valued at USD million in 2022 and is forecast to a readjusted size of USD million by 2029 with a CAGR of % during review period.

The Global Info Research report includes an overview of the development of the 3D Modeling for Games and Animation industry chain, the market status of Mobile Game (Modeling Software, UV Tools), Computer Games (Modeling Software, UV Tools), and key enterprises in developed and developing market, and analysed the cutting-edge technology, patent, hot applications and market trends of 3D Modeling for Games and Animation.

Regionally, the report analyzes the 3D Modeling for Games and Animation markets in key regions. North America and Europe are experiencing steady growth, driven by government initiatives and increasing consumer awareness. Asia-Pacific, particularly China, leads the global 3D Modeling for Games and Animation market, with robust domestic demand, supportive policies, and a strong manufacturing base.

Key Features:
The report presents comprehensive understanding of the 3D Modeling for Games and Animation market. It provides a holistic view of the industry, as well as detailed insights into individual components and stakeholders. The report analysis market dynamics, trends, challenges, and opportunities within the 3D Modeling for Games and Animation industry.

The report involves analyzing the market at a macro level:
Market Sizing and Segmentation: Report collect data on the overall market size, including the revenue generated, and market share of different by Type (e.g., Modeling Software, UV Tools).

Industry Analysis: Report analyse the broader industry trends, such as government policies and regulations, technological advancements, consumer preferences, and market dynamics. This analysis helps in understanding the key drivers and challenges influencing the 3D Modeling for Games and Animation market.

Regional Analysis: The report involves examining the 3D Modeling for Games and Animation market at a regional or national level. Report analyses regional factors such as government incentives, infrastructure development, economic conditions, and consumer behaviour to identify variations and opportunities within different markets.

Market Projections: Report covers the gathered data and analysis to make future projections and forecasts for the 3D Modeling for Games and Animation market. This may include estimating market growth rates, predicting market demand, and identifying emerging trends.

The report also involves a more granular approach to 3D Modeling for Games and Animation:
Company Analysis: Report covers individual 3D Modeling for Games and Animation players, suppliers, and other relevant industry players. This analysis includes studying their financial performance, market positioning, product portfolios, partnerships, and strategies.

Consumer Analysis: Report covers data on consumer behaviour, preferences, and attitudes towards 3D Modeling for Games and Animation This may involve surveys, interviews, and analysis of consumer reviews and feedback from different by Application (Mobile Game, Computer Games).

Technology Analysis: Report covers specific technologies relevant to 3D Modeling for Games and Animation. It assesses the current state, advancements, and potential future developments in 3D Modeling for Games and Animation areas.

Competitive Landscape: By analyzing individual companies, suppliers, and consumers, the report present insights into the competitive landscape of the 3D Modeling for Games and Animation market. This analysis helps understand market share, competitive advantages, and potential areas for differentiation among industry players.

Market Validation: The report involves validating findings and projections through primary research, such as surveys, interviews, and focus groups.

Market Segmentation
3D Modeling for Games and Animation market is split by Type and by Application. For the period 2018-2029, the growth among segments provides accurate calculations and forecasts for consumption value by Type, and by Application in terms of value.

Market segment by Type
Modeling Software
UV Tools
Others

Market segment by Application
Mobile Game
Computer Games

Market segment by players, this report covers
Autodesk
Adobe
Zbrush
Blender
headus UVLayout
Maxon
Chaos Group
Strata
Pix4D
Rizom-Lab

Market segment by regions, regional analysis covers
North America (United States, Canada, and Mexico)
Europe (Germany, France, UK, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia and Rest of Asia-Pacific)
South America (Brazil, Argentina and Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)

The content of the study subjects, includes a total of 13 chapters:
Chapter 1, to describe 3D Modeling for Games and Animation product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top players of 3D Modeling for Games and Animation, with revenue, gross margin and global market share of 3D Modeling for Games and Animation from 2018 to 2023.
Chapter 3, the 3D Modeling for Games and Animation competitive situation, revenue and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by Type and application, with consumption value and growth rate by Type, application, from 2018 to 2029.
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2018 to 2023.and 3D Modeling for Games and Animation market forecast, by regions, type and application, with consumption value, from 2024 to 2029.
Chapter 11, market dynamics, drivers, restraints, trends, Porters Five Forces analysis, and Influence of COVID-19 and Russia-Ukraine War
Chapter 12, the key raw materials and key suppliers, and industry chain of 3D Modeling for Games and Animation.
Chapter 13, to describe 3D Modeling for Games and Animation research findings and conclusion.
btl

Table of Contents

1 Market Overview
1.1 Product Overview and Scope of 3D Modeling for Games and Animation
1.2 Market Estimation Caveats and Base Year
1.3 Classification of 3D Modeling for Games and Animation by Type
1.3.1 Overview: Global 3D Modeling for Games and Animation Market Size by Type: 2018 Versus 2022 Versus 2029
1.3.2 Global 3D Modeling for Games and Animation Consumption Value Market Share by Type in 2022
1.3.3 Modeling Software
1.3.4 UV Tools
1.3.5 Others
1.4 Global 3D Modeling for Games and Animation Market by Application
1.4.1 Overview: Global 3D Modeling for Games and Animation Market Size by Application: 2018 Versus 2022 Versus 2029
1.4.2 Mobile Game
1.4.3 Computer Games
1.5 Global 3D Modeling for Games and Animation Market Size & Forecast
1.6 Global 3D Modeling for Games and Animation Market Size and Forecast by Region
1.6.1 Global 3D Modeling for Games and Animation Market Size by Region: 2018 VS 2022 VS 2029
1.6.2 Global 3D Modeling for Games and Animation Market Size by Region, (2018-2029)
1.6.3 North America 3D Modeling for Games and Animation Market Size and Prospect (2018-2029)
1.6.4 Europe 3D Modeling for Games and Animation Market Size and Prospect (2018-2029)
1.6.5 Asia-Pacific 3D Modeling for Games and Animation Market Size and Prospect (2018-2029)
1.6.6 South America 3D Modeling for Games and Animation Market Size and Prospect (2018-2029)
1.6.7 Middle East and Africa 3D Modeling for Games and Animation Market Size and Prospect (2018-2029)

2 Company Profiles
2.1 Autodesk
2.1.1 Autodesk Details
2.1.2 Autodesk Major Business
2.1.3 Autodesk 3D Modeling for Games and Animation Product and Solutions
2.1.4 Autodesk 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2018-2023)
2.1.5 Autodesk Recent Developments and Future Plans
2.2 Adobe
2.2.1 Adobe Details
2.2.2 Adobe Major Business
2.2.3 Adobe 3D Modeling for Games and Animation Product and Solutions
2.2.4 Adobe 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2018-2023)
2.2.5 Adobe Recent Developments and Future Plans
2.3 Zbrush
2.3.1 Zbrush Details
2.3.2 Zbrush Major Business
2.3.3 Zbrush 3D Modeling for Games and Animation Product and Solutions
2.3.4 Zbrush 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2018-2023)
2.3.5 Zbrush Recent Developments and Future Plans
2.4 Blender
2.4.1 Blender Details
2.4.2 Blender Major Business
2.4.3 Blender 3D Modeling for Games and Animation Product and Solutions
2.4.4 Blender 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2018-2023)
2.4.5 Blender Recent Developments and Future Plans
2.5 headus UVLayout
2.5.1 headus UVLayout Details
2.5.2 headus UVLayout Major Business
2.5.3 headus UVLayout 3D Modeling for Games and Animation Product and Solutions
2.5.4 headus UVLayout 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2018-2023)
2.5.5 headus UVLayout Recent Developments and Future Plans
2.6 Maxon
2.6.1 Maxon Details
2.6.2 Maxon Major Business
2.6.3 Maxon 3D Modeling for Games and Animation Product and Solutions
2.6.4 Maxon 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2018-2023)
2.6.5 Maxon Recent Developments and Future Plans
2.7 Chaos Group
2.7.1 Chaos Group Details
2.7.2 Chaos Group Major Business
2.7.3 Chaos Group 3D Modeling for Games and Animation Product and Solutions
2.7.4 Chaos Group 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2018-2023)
2.7.5 Chaos Group Recent Developments and Future Plans
2.8 Strata
2.8.1 Strata Details
2.8.2 Strata Major Business
2.8.3 Strata 3D Modeling for Games and Animation Product and Solutions
2.8.4 Strata 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2018-2023)
2.8.5 Strata Recent Developments and Future Plans
2.9 Pix4D
2.9.1 Pix4D Details
2.9.2 Pix4D Major Business
2.9.3 Pix4D 3D Modeling for Games and Animation Product and Solutions
2.9.4 Pix4D 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2018-2023)
2.9.5 Pix4D Recent Developments and Future Plans
2.10 Rizom-Lab
2.10.1 Rizom-Lab Details
2.10.2 Rizom-Lab Major Business
2.10.3 Rizom-Lab 3D Modeling for Games and Animation Product and Solutions
2.10.4 Rizom-Lab 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2018-2023)
2.10.5 Rizom-Lab Recent Developments and Future Plans

3 Market Competition, by Players
3.1 Global 3D Modeling for Games and Animation Revenue and Share by Players (2018-2023)
3.2 Market Share Analysis (2022)
3.2.1 Market Share of 3D Modeling for Games and Animation by Company Revenue
3.2.2 Top 3 3D Modeling for Games and Animation Players Market Share in 2022
3.2.3 Top 6 3D Modeling for Games and Animation Players Market Share in 2022
3.3 3D Modeling for Games and Animation Market: Overall Company Footprint Analysis
3.3.1 3D Modeling for Games and Animation Market: Region Footprint
3.3.2 3D Modeling for Games and Animation Market: Company Product Type Footprint
3.3.3 3D Modeling for Games and Animation Market: Company Product Application Footprint
3.4 New Market Entrants and Barriers to Market Entry
3.5 Mergers, Acquisition, Agreements, and Collaborations

4 Market Size Segment by Type
4.1 Global 3D Modeling for Games and Animation Consumption Value and Market Share by Type (2018-2023)
4.2 Global 3D Modeling for Games and Animation Market Forecast by Type (2024-2029)

5 Market Size Segment by Application
5.1 Global 3D Modeling for Games and Animation Consumption Value Market Share by Application (2018-2023)
5.2 Global 3D Modeling for Games and Animation Market Forecast by Application (2024-2029)

6 North America
6.1 North America 3D Modeling for Games and Animation Consumption Value by Type (2018-2029)
6.2 North America 3D Modeling for Games and Animation Consumption Value by Application (2018-2029)
6.3 North America 3D Modeling for Games and Animation Market Size by Country
6.3.1 North America 3D Modeling for Games and Animation Consumption Value by Country (2018-2029)
6.3.2 United States 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)
6.3.3 Canada 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)
6.3.4 Mexico 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)

7 Europe
7.1 Europe 3D Modeling for Games and Animation Consumption Value by Type (2018-2029)
7.2 Europe 3D Modeling for Games and Animation Consumption Value by Application (2018-2029)
7.3 Europe 3D Modeling for Games and Animation Market Size by Country
7.3.1 Europe 3D Modeling for Games and Animation Consumption Value by Country (2018-2029)
7.3.2 Germany 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)
7.3.3 France 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)
7.3.4 United Kingdom 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)
7.3.5 Russia 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)
7.3.6 Italy 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)

8 Asia-Pacific
8.1 Asia-Pacific 3D Modeling for Games and Animation Consumption Value by Type (2018-2029)
8.2 Asia-Pacific 3D Modeling for Games and Animation Consumption Value by Application (2018-2029)
8.3 Asia-Pacific 3D Modeling for Games and Animation Market Size by Region
8.3.1 Asia-Pacific 3D Modeling for Games and Animation Consumption Value by Region (2018-2029)
8.3.2 China 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)
8.3.3 Japan 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)
8.3.4 South Korea 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)
8.3.5 India 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)
8.3.6 Southeast Asia 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)
8.3.7 Australia 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)

9 South America
9.1 South America 3D Modeling for Games and Animation Consumption Value by Type (2018-2029)
9.2 South America 3D Modeling for Games and Animation Consumption Value by Application (2018-2029)
9.3 South America 3D Modeling for Games and Animation Market Size by Country
9.3.1 South America 3D Modeling for Games and Animation Consumption Value by Country (2018-2029)
9.3.2 Brazil 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)
9.3.3 Argentina 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)

10 Middle East & Africa
10.1 Middle East & Africa 3D Modeling for Games and Animation Consumption Value by Type (2018-2029)
10.2 Middle East & Africa 3D Modeling for Games and Animation Consumption Value by Application (2018-2029)
10.3 Middle East & Africa 3D Modeling for Games and Animation Market Size by Country
10.3.1 Middle East & Africa 3D Modeling for Games and Animation Consumption Value by Country (2018-2029)
10.3.2 Turkey 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)
10.3.3 Saudi Arabia 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)
10.3.4 UAE 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)

11 Market Dynamics
11.1 3D Modeling for Games and Animation Market Drivers
11.2 3D Modeling for Games and Animation Market Restraints
11.3 3D Modeling for Games and Animation Trends Analysis
11.4 Porters Five Forces Analysis
11.4.1 Threat of New Entrants
11.4.2 Bargaining Power of Suppliers
11.4.3 Bargaining Power of Buyers
11.4.4 Threat of Substitutes
11.4.5 Competitive Rivalry
11.5 Influence of COVID-19 and Russia-Ukraine War
11.5.1 Influence of COVID-19
11.5.2 Influence of Russia-Ukraine War

12 Industry Chain Analysis
12.1 3D Modeling for Games and Animation Industry Chain
12.2 3D Modeling for Games and Animation Upstream Analysis
12.3 3D Modeling for Games and Animation Midstream Analysis
12.4 3D Modeling for Games and Animation Downstream Analysis

13 Research Findings and Conclusion

14 Appendix
14.1 Methodology
14.2 Research Process and Data Source
14.3 Disclaimer
btl

Table of Figures

List of Tables
Table 1. Global 3D Modeling for Games and Animation Consumption Value by Type, (USD Million), 2018 & 2022 & 2029
Table 2. Global 3D Modeling for Games and Animation Consumption Value by Application, (USD Million), 2018 & 2022 & 2029
Table 3. Global 3D Modeling for Games and Animation Consumption Value by Region (2018-2023) & (USD Million)
Table 4. Global 3D Modeling for Games and Animation Consumption Value by Region (2024-2029) & (USD Million)
Table 5. Autodesk Company Information, Head Office, and Major Competitors
Table 6. Autodesk Major Business
Table 7. Autodesk 3D Modeling for Games and Animation Product and Solutions
Table 8. Autodesk 3D Modeling for Games and Animation Revenue (USD Million), Gross Margin and Market Share (2018-2023)
Table 9. Autodesk Recent Developments and Future Plans
Table 10. Adobe Company Information, Head Office, and Major Competitors
Table 11. Adobe Major Business
Table 12. Adobe 3D Modeling for Games and Animation Product and Solutions
Table 13. Adobe 3D Modeling for Games and Animation Revenue (USD Million), Gross Margin and Market Share (2018-2023)
Table 14. Adobe Recent Developments and Future Plans
Table 15. Zbrush Company Information, Head Office, and Major Competitors
Table 16. Zbrush Major Business
Table 17. Zbrush 3D Modeling for Games and Animation Product and Solutions
Table 18. Zbrush 3D Modeling for Games and Animation Revenue (USD Million), Gross Margin and Market Share (2018-2023)
Table 19. Zbrush Recent Developments and Future Plans
Table 20. Blender Company Information, Head Office, and Major Competitors
Table 21. Blender Major Business
Table 22. Blender 3D Modeling for Games and Animation Product and Solutions
Table 23. Blender 3D Modeling for Games and Animation Revenue (USD Million), Gross Margin and Market Share (2018-2023)
Table 24. Blender Recent Developments and Future Plans
Table 25. headus UVLayout Company Information, Head Office, and Major Competitors
Table 26. headus UVLayout Major Business
Table 27. headus UVLayout 3D Modeling for Games and Animation Product and Solutions
Table 28. headus UVLayout 3D Modeling for Games and Animation Revenue (USD Million), Gross Margin and Market Share (2018-2023)
Table 29. headus UVLayout Recent Developments and Future Plans
Table 30. Maxon Company Information, Head Office, and Major Competitors
Table 31. Maxon Major Business
Table 32. Maxon 3D Modeling for Games and Animation Product and Solutions
Table 33. Maxon 3D Modeling for Games and Animation Revenue (USD Million), Gross Margin and Market Share (2018-2023)
Table 34. Maxon Recent Developments and Future Plans
Table 35. Chaos Group Company Information, Head Office, and Major Competitors
Table 36. Chaos Group Major Business
Table 37. Chaos Group 3D Modeling for Games and Animation Product and Solutions
Table 38. Chaos Group 3D Modeling for Games and Animation Revenue (USD Million), Gross Margin and Market Share (2018-2023)
Table 39. Chaos Group Recent Developments and Future Plans
Table 40. Strata Company Information, Head Office, and Major Competitors
Table 41. Strata Major Business
Table 42. Strata 3D Modeling for Games and Animation Product and Solutions
Table 43. Strata 3D Modeling for Games and Animation Revenue (USD Million), Gross Margin and Market Share (2018-2023)
Table 44. Strata Recent Developments and Future Plans
Table 45. Pix4D Company Information, Head Office, and Major Competitors
Table 46. Pix4D Major Business
Table 47. Pix4D 3D Modeling for Games and Animation Product and Solutions
Table 48. Pix4D 3D Modeling for Games and Animation Revenue (USD Million), Gross Margin and Market Share (2018-2023)
Table 49. Pix4D Recent Developments and Future Plans
Table 50. Rizom-Lab Company Information, Head Office, and Major Competitors
Table 51. Rizom-Lab Major Business
Table 52. Rizom-Lab 3D Modeling for Games and Animation Product and Solutions
Table 53. Rizom-Lab 3D Modeling for Games and Animation Revenue (USD Million), Gross Margin and Market Share (2018-2023)
Table 54. Rizom-Lab Recent Developments and Future Plans
Table 55. Global 3D Modeling for Games and Animation Revenue (USD Million) by Players (2018-2023)
Table 56. Global 3D Modeling for Games and Animation Revenue Share by Players (2018-2023)
Table 57. Breakdown of 3D Modeling for Games and Animation by Company Type (Tier 1, Tier 2, and Tier 3)
Table 58. Market Position of Players in 3D Modeling for Games and Animation, (Tier 1, Tier 2, and Tier 3), Based on Revenue in 2022
Table 59. Head Office of Key 3D Modeling for Games and Animation Players
Table 60. 3D Modeling for Games and Animation Market: Company Product Type Footprint
Table 61. 3D Modeling for Games and Animation Market: Company Product Application Footprint
Table 62. 3D Modeling for Games and Animation New Market Entrants and Barriers to Market Entry
Table 63. 3D Modeling for Games and Animation Mergers, Acquisition, Agreements, and Collaborations
Table 64. Global 3D Modeling for Games and Animation Consumption Value (USD Million) by Type (2018-2023)
Table 65. Global 3D Modeling for Games and Animation Consumption Value Share by Type (2018-2023)
Table 66. Global 3D Modeling for Games and Animation Consumption Value Forecast by Type (2024-2029)
Table 67. Global 3D Modeling for Games and Animation Consumption Value by Application (2018-2023)
Table 68. Global 3D Modeling for Games and Animation Consumption Value Forecast by Application (2024-2029)
Table 69. North America 3D Modeling for Games and Animation Consumption Value by Type (2018-2023) & (USD Million)
Table 70. North America 3D Modeling for Games and Animation Consumption Value by Type (2024-2029) & (USD Million)
Table 71. North America 3D Modeling for Games and Animation Consumption Value by Application (2018-2023) & (USD Million)
Table 72. North America 3D Modeling for Games and Animation Consumption Value by Application (2024-2029) & (USD Million)
Table 73. North America 3D Modeling for Games and Animation Consumption Value by Country (2018-2023) & (USD Million)
Table 74. North America 3D Modeling for Games and Animation Consumption Value by Country (2024-2029) & (USD Million)
Table 75. Europe 3D Modeling for Games and Animation Consumption Value by Type (2018-2023) & (USD Million)
Table 76. Europe 3D Modeling for Games and Animation Consumption Value by Type (2024-2029) & (USD Million)
Table 77. Europe 3D Modeling for Games and Animation Consumption Value by Application (2018-2023) & (USD Million)
Table 78. Europe 3D Modeling for Games and Animation Consumption Value by Application (2024-2029) & (USD Million)
Table 79. Europe 3D Modeling for Games and Animation Consumption Value by Country (2018-2023) & (USD Million)
Table 80. Europe 3D Modeling for Games and Animation Consumption Value by Country (2024-2029) & (USD Million)
Table 81. Asia-Pacific 3D Modeling for Games and Animation Consumption Value by Type (2018-2023) & (USD Million)
Table 82. Asia-Pacific 3D Modeling for Games and Animation Consumption Value by Type (2024-2029) & (USD Million)
Table 83. Asia-Pacific 3D Modeling for Games and Animation Consumption Value by Application (2018-2023) & (USD Million)
Table 84. Asia-Pacific 3D Modeling for Games and Animation Consumption Value by Application (2024-2029) & (USD Million)
Table 85. Asia-Pacific 3D Modeling for Games and Animation Consumption Value by Region (2018-2023) & (USD Million)
Table 86. Asia-Pacific 3D Modeling for Games and Animation Consumption Value by Region (2024-2029) & (USD Million)
Table 87. South America 3D Modeling for Games and Animation Consumption Value by Type (2018-2023) & (USD Million)
Table 88. South America 3D Modeling for Games and Animation Consumption Value by Type (2024-2029) & (USD Million)
Table 89. South America 3D Modeling for Games and Animation Consumption Value by Application (2018-2023) & (USD Million)
Table 90. South America 3D Modeling for Games and Animation Consumption Value by Application (2024-2029) & (USD Million)
Table 91. South America 3D Modeling for Games and Animation Consumption Value by Country (2018-2023) & (USD Million)
Table 92. South America 3D Modeling for Games and Animation Consumption Value by Country (2024-2029) & (USD Million)
Table 93. Middle East & Africa 3D Modeling for Games and Animation Consumption Value by Type (2018-2023) & (USD Million)
Table 94. Middle East & Africa 3D Modeling for Games and Animation Consumption Value by Type (2024-2029) & (USD Million)
Table 95. Middle East & Africa 3D Modeling for Games and Animation Consumption Value by Application (2018-2023) & (USD Million)
Table 96. Middle East & Africa 3D Modeling for Games and Animation Consumption Value by Application (2024-2029) & (USD Million)
Table 97. Middle East & Africa 3D Modeling for Games and Animation Consumption Value by Country (2018-2023) & (USD Million)
Table 98. Middle East & Africa 3D Modeling for Games and Animation Consumption Value by Country (2024-2029) & (USD Million)
Table 99. 3D Modeling for Games and Animation Raw Material
Table 100. Key Suppliers of 3D Modeling for Games and Animation Raw Materials
List of Figures
Figure 1. 3D Modeling for Games and Animation Picture
Figure 2. Global 3D Modeling for Games and Animation Consumption Value by Type, (USD Million), 2018 & 2022 & 2029
Figure 3. Global 3D Modeling for Games and Animation Consumption Value Market Share by Type in 2022
Figure 4. Modeling Software
Figure 5. UV Tools
Figure 6. Others
Figure 7. Global 3D Modeling for Games and Animation Consumption Value by Type, (USD Million), 2018 & 2022 & 2029
Figure 8. 3D Modeling for Games and Animation Consumption Value Market Share by Application in 2022
Figure 9. Mobile Game Picture
Figure 10. Computer Games Picture
Figure 11. Global 3D Modeling for Games and Animation Consumption Value, (USD Million): 2018 & 2022 & 2029
Figure 12. Global 3D Modeling for Games and Animation Consumption Value and Forecast (2018-2029) & (USD Million)
Figure 13. Global Market 3D Modeling for Games and Animation Consumption Value (USD Million) Comparison by Region (2018 & 2022 & 2029)
Figure 14. Global 3D Modeling for Games and Animation Consumption Value Market Share by Region (2018-2029)
Figure 15. Global 3D Modeling for Games and Animation Consumption Value Market Share by Region in 2022
Figure 16. North America 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 17. Europe 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 18. Asia-Pacific 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 19. South America 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 20. Middle East and Africa 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 21. Global 3D Modeling for Games and Animation Revenue Share by Players in 2022
Figure 22. 3D Modeling for Games and Animation Market Share by Company Type (Tier 1, Tier 2 and Tier 3) in 2022
Figure 23. Global Top 3 Players 3D Modeling for Games and Animation Market Share in 2022
Figure 24. Global Top 6 Players 3D Modeling for Games and Animation Market Share in 2022
Figure 25. Global 3D Modeling for Games and Animation Consumption Value Share by Type (2018-2023)
Figure 26. Global 3D Modeling for Games and Animation Market Share Forecast by Type (2024-2029)
Figure 27. Global 3D Modeling for Games and Animation Consumption Value Share by Application (2018-2023)
Figure 28. Global 3D Modeling for Games and Animation Market Share Forecast by Application (2024-2029)
Figure 29. North America 3D Modeling for Games and Animation Consumption Value Market Share by Type (2018-2029)
Figure 30. North America 3D Modeling for Games and Animation Consumption Value Market Share by Application (2018-2029)
Figure 31. North America 3D Modeling for Games and Animation Consumption Value Market Share by Country (2018-2029)
Figure 32. United States 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 33. Canada 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 34. Mexico 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 35. Europe 3D Modeling for Games and Animation Consumption Value Market Share by Type (2018-2029)
Figure 36. Europe 3D Modeling for Games and Animation Consumption Value Market Share by Application (2018-2029)
Figure 37. Europe 3D Modeling for Games and Animation Consumption Value Market Share by Country (2018-2029)
Figure 38. Germany 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 39. France 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 40. United Kingdom 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 41. Russia 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 42. Italy 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 43. Asia-Pacific 3D Modeling for Games and Animation Consumption Value Market Share by Type (2018-2029)
Figure 44. Asia-Pacific 3D Modeling for Games and Animation Consumption Value Market Share by Application (2018-2029)
Figure 45. Asia-Pacific 3D Modeling for Games and Animation Consumption Value Market Share by Region (2018-2029)
Figure 46. China 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 47. Japan 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 48. South Korea 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 49. India 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 50. Southeast Asia 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 51. Australia 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 52. South America 3D Modeling for Games and Animation Consumption Value Market Share by Type (2018-2029)
Figure 53. South America 3D Modeling for Games and Animation Consumption Value Market Share by Application (2018-2029)
Figure 54. South America 3D Modeling for Games and Animation Consumption Value Market Share by Country (2018-2029)
Figure 55. Brazil 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 56. Argentina 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 57. Middle East and Africa 3D Modeling for Games and Animation Consumption Value Market Share by Type (2018-2029)
Figure 58. Middle East and Africa 3D Modeling for Games and Animation Consumption Value Market Share by Application (2018-2029)
Figure 59. Middle East and Africa 3D Modeling for Games and Animation Consumption Value Market Share by Country (2018-2029)
Figure 60. Turkey 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 61. Saudi Arabia 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 62. UAE 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 63. 3D Modeling for Games and Animation Market Drivers
Figure 64. 3D Modeling for Games and Animation Market Restraints
Figure 65. 3D Modeling for Games and Animation Market Trends
Figure 66. Porters Five Forces Analysis
Figure 67. Manufacturing Cost Structure Analysis of 3D Modeling for Games and Animation in 2022
Figure 68. Manufacturing Process Analysis of 3D Modeling for Games and Animation
Figure 69. 3D Modeling for Games and Animation Industrial Chain
Figure 70. Methodology
Figure 71. Research Process and Data Source
btl

Research Methodology

Client Requirements

yuan2

Review and analyze client requirements

yuan2

Discussion of all the project requirements and queries

Flexibility Check

yuan2

Project Feasibility Analysis

yuan2

Finalizing tentative research programme

yuan2

Structuring project proposal with scope, timeline, and costs

Analyzing Market Dynamics

yuan2

Determination of key drivers, restraints, challenge, and opportunity

yuan2

Identifies market needs and trends

Market Size Estimation & Forecast

yuan2

Estimation of historical data based on secondary and primary data

yuan2

Anticipating market recast by assigning weightage to market forces (drivers, restraints, opportunities)

yuan2

Freezing historical and forecast market size estimations based on evolution, trends, outlook, and strategies

yuan2

Consideration of geography, region-specific product/service demand for region segments

yuan2

Consideration of product utilization rates, product demand outlook for segments by application or end-user.

tuBiao1

Data Source

yuan2

Secondary Source
Data collections from annual reports, presentations,associations, journals, analyst reports, paid database, press releases, blogs, newsletters,and GIR repositories.

yuan2

Primary Source
Research discussion with manufacturers, distributors, suppliers, end user, industry experts to verify insights.

Validation and
triangulation of
secondary and primary source.

yuan2

Collection of data

yuan2

Cumulating and collating the essential qualitative and quantitative data

yuan2

Generation of report in client requested format by research analysts

yuan2

Reviews by expert analysts

yuan2

Final quality check

yuan2

Clarifying queries

yuan2

Receiving feedback

yuan2

Ensuring satisfaction

  • yuan01
    liuCheng01

    01 Identification of data

    This step involves identification of several primary and secondary data research sources, including Global Info Research's internal data sources. The primary sources consist of in-depth discussions and interviews with policy makers, industry experts, and data evaluators, whereas secondary sources include a thorough study of market journals, press releases, annual reports, and government and non-government agencies websites.

  • yuan01
    liuCheng01

    02 Evaluation of Market Dynamic

    This phase includes a detailed evaluation of several factors that are likely to affect the market dynamics. It involves a comprehensive assessment of major market pain points, drivers, and trends. It also comprises a detailed study of research plans and methodology.

  • yuan01
    liuCheng01

    03 Collection of Data

    This process consists of gathering data, accessing proprietary databases, and reaching out to key industry participants that operate in the market across the value chain. It also involves studying several patterns in the historical data and comparing it with the current scenario.

  • yuan01
    liuCheng01

    04 Collaboration of Data

    This stage involves the validation of data and arrival at actual statistics, and evolution of the market over the years. It entails the study and analyzes various segments and verticals of the market. An impact analysis is also performed to observe which factors will affect the market in the next few years.

  • yuan01
    liuCheng01

    05 Verification and Analysis

    This is the final stage, which involves both quantity and quality checks. Although the process of data verification is an integral part of the research process, all data points and statistics and figures are re-checked to uphold their authenticity and validity.

btl

Companies Mentioned

Autodesk
Adobe
Zbrush
Blender
headus UVLayout
Maxon
Chaos Group
Strata
Pix4D
Rizom-Lab
shop_t

Purchase Options

jiaGou

Add To Cart

jiaGou

Buy Now

masterCard
visa
jcb
americanExpress
shop_b
Global 3D Modeling for Games and Animation Market 2023 by Company, Regions, Type and Application, Forecast to 2029

Global 3D Modeling for Games and Animation Market 2023 by Company, Regions, Type and Application, Forecast to 2029

Page: 103

Published Date: 06 Aug 2023

Category: Service & Software

PDF Download

Get FREE Sample

Customize Request

Description

arrow-d3
btl

Description

According to our (Global Info Research) latest study, the global 3D Modeling for Games and Animation market size was valued at USD million in 2022 and is forecast to a readjusted size of USD million by 2029 with a CAGR of % during review period.

The Global Info Research report includes an overview of the development of the 3D Modeling for Games and Animation industry chain, the market status of Mobile Game (Modeling Software, UV Tools), Computer Games (Modeling Software, UV Tools), and key enterprises in developed and developing market, and analysed the cutting-edge technology, patent, hot applications and market trends of 3D Modeling for Games and Animation.

Regionally, the report analyzes the 3D Modeling for Games and Animation markets in key regions. North America and Europe are experiencing steady growth, driven by government initiatives and increasing consumer awareness. Asia-Pacific, particularly China, leads the global 3D Modeling for Games and Animation market, with robust domestic demand, supportive policies, and a strong manufacturing base.

Key Features:
The report presents comprehensive understanding of the 3D Modeling for Games and Animation market. It provides a holistic view of the industry, as well as detailed insights into individual components and stakeholders. The report analysis market dynamics, trends, challenges, and opportunities within the 3D Modeling for Games and Animation industry.

The report involves analyzing the market at a macro level:
Market Sizing and Segmentation: Report collect data on the overall market size, including the revenue generated, and market share of different by Type (e.g., Modeling Software, UV Tools).

Industry Analysis: Report analyse the broader industry trends, such as government policies and regulations, technological advancements, consumer preferences, and market dynamics. This analysis helps in understanding the key drivers and challenges influencing the 3D Modeling for Games and Animation market.

Regional Analysis: The report involves examining the 3D Modeling for Games and Animation market at a regional or national level. Report analyses regional factors such as government incentives, infrastructure development, economic conditions, and consumer behaviour to identify variations and opportunities within different markets.

Market Projections: Report covers the gathered data and analysis to make future projections and forecasts for the 3D Modeling for Games and Animation market. This may include estimating market growth rates, predicting market demand, and identifying emerging trends.

The report also involves a more granular approach to 3D Modeling for Games and Animation:
Company Analysis: Report covers individual 3D Modeling for Games and Animation players, suppliers, and other relevant industry players. This analysis includes studying their financial performance, market positioning, product portfolios, partnerships, and strategies.

Consumer Analysis: Report covers data on consumer behaviour, preferences, and attitudes towards 3D Modeling for Games and Animation This may involve surveys, interviews, and analysis of consumer reviews and feedback from different by Application (Mobile Game, Computer Games).

Technology Analysis: Report covers specific technologies relevant to 3D Modeling for Games and Animation. It assesses the current state, advancements, and potential future developments in 3D Modeling for Games and Animation areas.

Competitive Landscape: By analyzing individual companies, suppliers, and consumers, the report present insights into the competitive landscape of the 3D Modeling for Games and Animation market. This analysis helps understand market share, competitive advantages, and potential areas for differentiation among industry players.

Market Validation: The report involves validating findings and projections through primary research, such as surveys, interviews, and focus groups.

Market Segmentation
3D Modeling for Games and Animation market is split by Type and by Application. For the period 2018-2029, the growth among segments provides accurate calculations and forecasts for consumption value by Type, and by Application in terms of value.

Market segment by Type
Modeling Software
UV Tools
Others

Market segment by Application
Mobile Game
Computer Games

Market segment by players, this report covers
Autodesk
Adobe
Zbrush
Blender
headus UVLayout
Maxon
Chaos Group
Strata
Pix4D
Rizom-Lab

Market segment by regions, regional analysis covers
North America (United States, Canada, and Mexico)
Europe (Germany, France, UK, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia and Rest of Asia-Pacific)
South America (Brazil, Argentina and Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)

The content of the study subjects, includes a total of 13 chapters:
Chapter 1, to describe 3D Modeling for Games and Animation product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top players of 3D Modeling for Games and Animation, with revenue, gross margin and global market share of 3D Modeling for Games and Animation from 2018 to 2023.
Chapter 3, the 3D Modeling for Games and Animation competitive situation, revenue and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by Type and application, with consumption value and growth rate by Type, application, from 2018 to 2029.
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2018 to 2023.and 3D Modeling for Games and Animation market forecast, by regions, type and application, with consumption value, from 2024 to 2029.
Chapter 11, market dynamics, drivers, restraints, trends, Porters Five Forces analysis, and Influence of COVID-19 and Russia-Ukraine War
Chapter 12, the key raw materials and key suppliers, and industry chain of 3D Modeling for Games and Animation.
Chapter 13, to describe 3D Modeling for Games and Animation research findings and conclusion.
btl

Table of Contents

1 Market Overview
1.1 Product Overview and Scope of 3D Modeling for Games and Animation
1.2 Market Estimation Caveats and Base Year
1.3 Classification of 3D Modeling for Games and Animation by Type
1.3.1 Overview: Global 3D Modeling for Games and Animation Market Size by Type: 2018 Versus 2022 Versus 2029
1.3.2 Global 3D Modeling for Games and Animation Consumption Value Market Share by Type in 2022
1.3.3 Modeling Software
1.3.4 UV Tools
1.3.5 Others
1.4 Global 3D Modeling for Games and Animation Market by Application
1.4.1 Overview: Global 3D Modeling for Games and Animation Market Size by Application: 2018 Versus 2022 Versus 2029
1.4.2 Mobile Game
1.4.3 Computer Games
1.5 Global 3D Modeling for Games and Animation Market Size & Forecast
1.6 Global 3D Modeling for Games and Animation Market Size and Forecast by Region
1.6.1 Global 3D Modeling for Games and Animation Market Size by Region: 2018 VS 2022 VS 2029
1.6.2 Global 3D Modeling for Games and Animation Market Size by Region, (2018-2029)
1.6.3 North America 3D Modeling for Games and Animation Market Size and Prospect (2018-2029)
1.6.4 Europe 3D Modeling for Games and Animation Market Size and Prospect (2018-2029)
1.6.5 Asia-Pacific 3D Modeling for Games and Animation Market Size and Prospect (2018-2029)
1.6.6 South America 3D Modeling for Games and Animation Market Size and Prospect (2018-2029)
1.6.7 Middle East and Africa 3D Modeling for Games and Animation Market Size and Prospect (2018-2029)

2 Company Profiles
2.1 Autodesk
2.1.1 Autodesk Details
2.1.2 Autodesk Major Business
2.1.3 Autodesk 3D Modeling for Games and Animation Product and Solutions
2.1.4 Autodesk 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2018-2023)
2.1.5 Autodesk Recent Developments and Future Plans
2.2 Adobe
2.2.1 Adobe Details
2.2.2 Adobe Major Business
2.2.3 Adobe 3D Modeling for Games and Animation Product and Solutions
2.2.4 Adobe 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2018-2023)
2.2.5 Adobe Recent Developments and Future Plans
2.3 Zbrush
2.3.1 Zbrush Details
2.3.2 Zbrush Major Business
2.3.3 Zbrush 3D Modeling for Games and Animation Product and Solutions
2.3.4 Zbrush 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2018-2023)
2.3.5 Zbrush Recent Developments and Future Plans
2.4 Blender
2.4.1 Blender Details
2.4.2 Blender Major Business
2.4.3 Blender 3D Modeling for Games and Animation Product and Solutions
2.4.4 Blender 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2018-2023)
2.4.5 Blender Recent Developments and Future Plans
2.5 headus UVLayout
2.5.1 headus UVLayout Details
2.5.2 headus UVLayout Major Business
2.5.3 headus UVLayout 3D Modeling for Games and Animation Product and Solutions
2.5.4 headus UVLayout 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2018-2023)
2.5.5 headus UVLayout Recent Developments and Future Plans
2.6 Maxon
2.6.1 Maxon Details
2.6.2 Maxon Major Business
2.6.3 Maxon 3D Modeling for Games and Animation Product and Solutions
2.6.4 Maxon 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2018-2023)
2.6.5 Maxon Recent Developments and Future Plans
2.7 Chaos Group
2.7.1 Chaos Group Details
2.7.2 Chaos Group Major Business
2.7.3 Chaos Group 3D Modeling for Games and Animation Product and Solutions
2.7.4 Chaos Group 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2018-2023)
2.7.5 Chaos Group Recent Developments and Future Plans
2.8 Strata
2.8.1 Strata Details
2.8.2 Strata Major Business
2.8.3 Strata 3D Modeling for Games and Animation Product and Solutions
2.8.4 Strata 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2018-2023)
2.8.5 Strata Recent Developments and Future Plans
2.9 Pix4D
2.9.1 Pix4D Details
2.9.2 Pix4D Major Business
2.9.3 Pix4D 3D Modeling for Games and Animation Product and Solutions
2.9.4 Pix4D 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2018-2023)
2.9.5 Pix4D Recent Developments and Future Plans
2.10 Rizom-Lab
2.10.1 Rizom-Lab Details
2.10.2 Rizom-Lab Major Business
2.10.3 Rizom-Lab 3D Modeling for Games and Animation Product and Solutions
2.10.4 Rizom-Lab 3D Modeling for Games and Animation Revenue, Gross Margin and Market Share (2018-2023)
2.10.5 Rizom-Lab Recent Developments and Future Plans

3 Market Competition, by Players
3.1 Global 3D Modeling for Games and Animation Revenue and Share by Players (2018-2023)
3.2 Market Share Analysis (2022)
3.2.1 Market Share of 3D Modeling for Games and Animation by Company Revenue
3.2.2 Top 3 3D Modeling for Games and Animation Players Market Share in 2022
3.2.3 Top 6 3D Modeling for Games and Animation Players Market Share in 2022
3.3 3D Modeling for Games and Animation Market: Overall Company Footprint Analysis
3.3.1 3D Modeling for Games and Animation Market: Region Footprint
3.3.2 3D Modeling for Games and Animation Market: Company Product Type Footprint
3.3.3 3D Modeling for Games and Animation Market: Company Product Application Footprint
3.4 New Market Entrants and Barriers to Market Entry
3.5 Mergers, Acquisition, Agreements, and Collaborations

4 Market Size Segment by Type
4.1 Global 3D Modeling for Games and Animation Consumption Value and Market Share by Type (2018-2023)
4.2 Global 3D Modeling for Games and Animation Market Forecast by Type (2024-2029)

5 Market Size Segment by Application
5.1 Global 3D Modeling for Games and Animation Consumption Value Market Share by Application (2018-2023)
5.2 Global 3D Modeling for Games and Animation Market Forecast by Application (2024-2029)

6 North America
6.1 North America 3D Modeling for Games and Animation Consumption Value by Type (2018-2029)
6.2 North America 3D Modeling for Games and Animation Consumption Value by Application (2018-2029)
6.3 North America 3D Modeling for Games and Animation Market Size by Country
6.3.1 North America 3D Modeling for Games and Animation Consumption Value by Country (2018-2029)
6.3.2 United States 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)
6.3.3 Canada 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)
6.3.4 Mexico 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)

7 Europe
7.1 Europe 3D Modeling for Games and Animation Consumption Value by Type (2018-2029)
7.2 Europe 3D Modeling for Games and Animation Consumption Value by Application (2018-2029)
7.3 Europe 3D Modeling for Games and Animation Market Size by Country
7.3.1 Europe 3D Modeling for Games and Animation Consumption Value by Country (2018-2029)
7.3.2 Germany 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)
7.3.3 France 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)
7.3.4 United Kingdom 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)
7.3.5 Russia 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)
7.3.6 Italy 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)

8 Asia-Pacific
8.1 Asia-Pacific 3D Modeling for Games and Animation Consumption Value by Type (2018-2029)
8.2 Asia-Pacific 3D Modeling for Games and Animation Consumption Value by Application (2018-2029)
8.3 Asia-Pacific 3D Modeling for Games and Animation Market Size by Region
8.3.1 Asia-Pacific 3D Modeling for Games and Animation Consumption Value by Region (2018-2029)
8.3.2 China 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)
8.3.3 Japan 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)
8.3.4 South Korea 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)
8.3.5 India 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)
8.3.6 Southeast Asia 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)
8.3.7 Australia 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)

9 South America
9.1 South America 3D Modeling for Games and Animation Consumption Value by Type (2018-2029)
9.2 South America 3D Modeling for Games and Animation Consumption Value by Application (2018-2029)
9.3 South America 3D Modeling for Games and Animation Market Size by Country
9.3.1 South America 3D Modeling for Games and Animation Consumption Value by Country (2018-2029)
9.3.2 Brazil 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)
9.3.3 Argentina 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)

10 Middle East & Africa
10.1 Middle East & Africa 3D Modeling for Games and Animation Consumption Value by Type (2018-2029)
10.2 Middle East & Africa 3D Modeling for Games and Animation Consumption Value by Application (2018-2029)
10.3 Middle East & Africa 3D Modeling for Games and Animation Market Size by Country
10.3.1 Middle East & Africa 3D Modeling for Games and Animation Consumption Value by Country (2018-2029)
10.3.2 Turkey 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)
10.3.3 Saudi Arabia 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)
10.3.4 UAE 3D Modeling for Games and Animation Market Size and Forecast (2018-2029)

11 Market Dynamics
11.1 3D Modeling for Games and Animation Market Drivers
11.2 3D Modeling for Games and Animation Market Restraints
11.3 3D Modeling for Games and Animation Trends Analysis
11.4 Porters Five Forces Analysis
11.4.1 Threat of New Entrants
11.4.2 Bargaining Power of Suppliers
11.4.3 Bargaining Power of Buyers
11.4.4 Threat of Substitutes
11.4.5 Competitive Rivalry
11.5 Influence of COVID-19 and Russia-Ukraine War
11.5.1 Influence of COVID-19
11.5.2 Influence of Russia-Ukraine War

12 Industry Chain Analysis
12.1 3D Modeling for Games and Animation Industry Chain
12.2 3D Modeling for Games and Animation Upstream Analysis
12.3 3D Modeling for Games and Animation Midstream Analysis
12.4 3D Modeling for Games and Animation Downstream Analysis

13 Research Findings and Conclusion

14 Appendix
14.1 Methodology
14.2 Research Process and Data Source
14.3 Disclaimer
btl

Table of Figures

List of Tables
Table 1. Global 3D Modeling for Games and Animation Consumption Value by Type, (USD Million), 2018 & 2022 & 2029
Table 2. Global 3D Modeling for Games and Animation Consumption Value by Application, (USD Million), 2018 & 2022 & 2029
Table 3. Global 3D Modeling for Games and Animation Consumption Value by Region (2018-2023) & (USD Million)
Table 4. Global 3D Modeling for Games and Animation Consumption Value by Region (2024-2029) & (USD Million)
Table 5. Autodesk Company Information, Head Office, and Major Competitors
Table 6. Autodesk Major Business
Table 7. Autodesk 3D Modeling for Games and Animation Product and Solutions
Table 8. Autodesk 3D Modeling for Games and Animation Revenue (USD Million), Gross Margin and Market Share (2018-2023)
Table 9. Autodesk Recent Developments and Future Plans
Table 10. Adobe Company Information, Head Office, and Major Competitors
Table 11. Adobe Major Business
Table 12. Adobe 3D Modeling for Games and Animation Product and Solutions
Table 13. Adobe 3D Modeling for Games and Animation Revenue (USD Million), Gross Margin and Market Share (2018-2023)
Table 14. Adobe Recent Developments and Future Plans
Table 15. Zbrush Company Information, Head Office, and Major Competitors
Table 16. Zbrush Major Business
Table 17. Zbrush 3D Modeling for Games and Animation Product and Solutions
Table 18. Zbrush 3D Modeling for Games and Animation Revenue (USD Million), Gross Margin and Market Share (2018-2023)
Table 19. Zbrush Recent Developments and Future Plans
Table 20. Blender Company Information, Head Office, and Major Competitors
Table 21. Blender Major Business
Table 22. Blender 3D Modeling for Games and Animation Product and Solutions
Table 23. Blender 3D Modeling for Games and Animation Revenue (USD Million), Gross Margin and Market Share (2018-2023)
Table 24. Blender Recent Developments and Future Plans
Table 25. headus UVLayout Company Information, Head Office, and Major Competitors
Table 26. headus UVLayout Major Business
Table 27. headus UVLayout 3D Modeling for Games and Animation Product and Solutions
Table 28. headus UVLayout 3D Modeling for Games and Animation Revenue (USD Million), Gross Margin and Market Share (2018-2023)
Table 29. headus UVLayout Recent Developments and Future Plans
Table 30. Maxon Company Information, Head Office, and Major Competitors
Table 31. Maxon Major Business
Table 32. Maxon 3D Modeling for Games and Animation Product and Solutions
Table 33. Maxon 3D Modeling for Games and Animation Revenue (USD Million), Gross Margin and Market Share (2018-2023)
Table 34. Maxon Recent Developments and Future Plans
Table 35. Chaos Group Company Information, Head Office, and Major Competitors
Table 36. Chaos Group Major Business
Table 37. Chaos Group 3D Modeling for Games and Animation Product and Solutions
Table 38. Chaos Group 3D Modeling for Games and Animation Revenue (USD Million), Gross Margin and Market Share (2018-2023)
Table 39. Chaos Group Recent Developments and Future Plans
Table 40. Strata Company Information, Head Office, and Major Competitors
Table 41. Strata Major Business
Table 42. Strata 3D Modeling for Games and Animation Product and Solutions
Table 43. Strata 3D Modeling for Games and Animation Revenue (USD Million), Gross Margin and Market Share (2018-2023)
Table 44. Strata Recent Developments and Future Plans
Table 45. Pix4D Company Information, Head Office, and Major Competitors
Table 46. Pix4D Major Business
Table 47. Pix4D 3D Modeling for Games and Animation Product and Solutions
Table 48. Pix4D 3D Modeling for Games and Animation Revenue (USD Million), Gross Margin and Market Share (2018-2023)
Table 49. Pix4D Recent Developments and Future Plans
Table 50. Rizom-Lab Company Information, Head Office, and Major Competitors
Table 51. Rizom-Lab Major Business
Table 52. Rizom-Lab 3D Modeling for Games and Animation Product and Solutions
Table 53. Rizom-Lab 3D Modeling for Games and Animation Revenue (USD Million), Gross Margin and Market Share (2018-2023)
Table 54. Rizom-Lab Recent Developments and Future Plans
Table 55. Global 3D Modeling for Games and Animation Revenue (USD Million) by Players (2018-2023)
Table 56. Global 3D Modeling for Games and Animation Revenue Share by Players (2018-2023)
Table 57. Breakdown of 3D Modeling for Games and Animation by Company Type (Tier 1, Tier 2, and Tier 3)
Table 58. Market Position of Players in 3D Modeling for Games and Animation, (Tier 1, Tier 2, and Tier 3), Based on Revenue in 2022
Table 59. Head Office of Key 3D Modeling for Games and Animation Players
Table 60. 3D Modeling for Games and Animation Market: Company Product Type Footprint
Table 61. 3D Modeling for Games and Animation Market: Company Product Application Footprint
Table 62. 3D Modeling for Games and Animation New Market Entrants and Barriers to Market Entry
Table 63. 3D Modeling for Games and Animation Mergers, Acquisition, Agreements, and Collaborations
Table 64. Global 3D Modeling for Games and Animation Consumption Value (USD Million) by Type (2018-2023)
Table 65. Global 3D Modeling for Games and Animation Consumption Value Share by Type (2018-2023)
Table 66. Global 3D Modeling for Games and Animation Consumption Value Forecast by Type (2024-2029)
Table 67. Global 3D Modeling for Games and Animation Consumption Value by Application (2018-2023)
Table 68. Global 3D Modeling for Games and Animation Consumption Value Forecast by Application (2024-2029)
Table 69. North America 3D Modeling for Games and Animation Consumption Value by Type (2018-2023) & (USD Million)
Table 70. North America 3D Modeling for Games and Animation Consumption Value by Type (2024-2029) & (USD Million)
Table 71. North America 3D Modeling for Games and Animation Consumption Value by Application (2018-2023) & (USD Million)
Table 72. North America 3D Modeling for Games and Animation Consumption Value by Application (2024-2029) & (USD Million)
Table 73. North America 3D Modeling for Games and Animation Consumption Value by Country (2018-2023) & (USD Million)
Table 74. North America 3D Modeling for Games and Animation Consumption Value by Country (2024-2029) & (USD Million)
Table 75. Europe 3D Modeling for Games and Animation Consumption Value by Type (2018-2023) & (USD Million)
Table 76. Europe 3D Modeling for Games and Animation Consumption Value by Type (2024-2029) & (USD Million)
Table 77. Europe 3D Modeling for Games and Animation Consumption Value by Application (2018-2023) & (USD Million)
Table 78. Europe 3D Modeling for Games and Animation Consumption Value by Application (2024-2029) & (USD Million)
Table 79. Europe 3D Modeling for Games and Animation Consumption Value by Country (2018-2023) & (USD Million)
Table 80. Europe 3D Modeling for Games and Animation Consumption Value by Country (2024-2029) & (USD Million)
Table 81. Asia-Pacific 3D Modeling for Games and Animation Consumption Value by Type (2018-2023) & (USD Million)
Table 82. Asia-Pacific 3D Modeling for Games and Animation Consumption Value by Type (2024-2029) & (USD Million)
Table 83. Asia-Pacific 3D Modeling for Games and Animation Consumption Value by Application (2018-2023) & (USD Million)
Table 84. Asia-Pacific 3D Modeling for Games and Animation Consumption Value by Application (2024-2029) & (USD Million)
Table 85. Asia-Pacific 3D Modeling for Games and Animation Consumption Value by Region (2018-2023) & (USD Million)
Table 86. Asia-Pacific 3D Modeling for Games and Animation Consumption Value by Region (2024-2029) & (USD Million)
Table 87. South America 3D Modeling for Games and Animation Consumption Value by Type (2018-2023) & (USD Million)
Table 88. South America 3D Modeling for Games and Animation Consumption Value by Type (2024-2029) & (USD Million)
Table 89. South America 3D Modeling for Games and Animation Consumption Value by Application (2018-2023) & (USD Million)
Table 90. South America 3D Modeling for Games and Animation Consumption Value by Application (2024-2029) & (USD Million)
Table 91. South America 3D Modeling for Games and Animation Consumption Value by Country (2018-2023) & (USD Million)
Table 92. South America 3D Modeling for Games and Animation Consumption Value by Country (2024-2029) & (USD Million)
Table 93. Middle East & Africa 3D Modeling for Games and Animation Consumption Value by Type (2018-2023) & (USD Million)
Table 94. Middle East & Africa 3D Modeling for Games and Animation Consumption Value by Type (2024-2029) & (USD Million)
Table 95. Middle East & Africa 3D Modeling for Games and Animation Consumption Value by Application (2018-2023) & (USD Million)
Table 96. Middle East & Africa 3D Modeling for Games and Animation Consumption Value by Application (2024-2029) & (USD Million)
Table 97. Middle East & Africa 3D Modeling for Games and Animation Consumption Value by Country (2018-2023) & (USD Million)
Table 98. Middle East & Africa 3D Modeling for Games and Animation Consumption Value by Country (2024-2029) & (USD Million)
Table 99. 3D Modeling for Games and Animation Raw Material
Table 100. Key Suppliers of 3D Modeling for Games and Animation Raw Materials
List of Figures
Figure 1. 3D Modeling for Games and Animation Picture
Figure 2. Global 3D Modeling for Games and Animation Consumption Value by Type, (USD Million), 2018 & 2022 & 2029
Figure 3. Global 3D Modeling for Games and Animation Consumption Value Market Share by Type in 2022
Figure 4. Modeling Software
Figure 5. UV Tools
Figure 6. Others
Figure 7. Global 3D Modeling for Games and Animation Consumption Value by Type, (USD Million), 2018 & 2022 & 2029
Figure 8. 3D Modeling for Games and Animation Consumption Value Market Share by Application in 2022
Figure 9. Mobile Game Picture
Figure 10. Computer Games Picture
Figure 11. Global 3D Modeling for Games and Animation Consumption Value, (USD Million): 2018 & 2022 & 2029
Figure 12. Global 3D Modeling for Games and Animation Consumption Value and Forecast (2018-2029) & (USD Million)
Figure 13. Global Market 3D Modeling for Games and Animation Consumption Value (USD Million) Comparison by Region (2018 & 2022 & 2029)
Figure 14. Global 3D Modeling for Games and Animation Consumption Value Market Share by Region (2018-2029)
Figure 15. Global 3D Modeling for Games and Animation Consumption Value Market Share by Region in 2022
Figure 16. North America 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 17. Europe 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 18. Asia-Pacific 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 19. South America 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 20. Middle East and Africa 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 21. Global 3D Modeling for Games and Animation Revenue Share by Players in 2022
Figure 22. 3D Modeling for Games and Animation Market Share by Company Type (Tier 1, Tier 2 and Tier 3) in 2022
Figure 23. Global Top 3 Players 3D Modeling for Games and Animation Market Share in 2022
Figure 24. Global Top 6 Players 3D Modeling for Games and Animation Market Share in 2022
Figure 25. Global 3D Modeling for Games and Animation Consumption Value Share by Type (2018-2023)
Figure 26. Global 3D Modeling for Games and Animation Market Share Forecast by Type (2024-2029)
Figure 27. Global 3D Modeling for Games and Animation Consumption Value Share by Application (2018-2023)
Figure 28. Global 3D Modeling for Games and Animation Market Share Forecast by Application (2024-2029)
Figure 29. North America 3D Modeling for Games and Animation Consumption Value Market Share by Type (2018-2029)
Figure 30. North America 3D Modeling for Games and Animation Consumption Value Market Share by Application (2018-2029)
Figure 31. North America 3D Modeling for Games and Animation Consumption Value Market Share by Country (2018-2029)
Figure 32. United States 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 33. Canada 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 34. Mexico 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 35. Europe 3D Modeling for Games and Animation Consumption Value Market Share by Type (2018-2029)
Figure 36. Europe 3D Modeling for Games and Animation Consumption Value Market Share by Application (2018-2029)
Figure 37. Europe 3D Modeling for Games and Animation Consumption Value Market Share by Country (2018-2029)
Figure 38. Germany 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 39. France 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 40. United Kingdom 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 41. Russia 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 42. Italy 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 43. Asia-Pacific 3D Modeling for Games and Animation Consumption Value Market Share by Type (2018-2029)
Figure 44. Asia-Pacific 3D Modeling for Games and Animation Consumption Value Market Share by Application (2018-2029)
Figure 45. Asia-Pacific 3D Modeling for Games and Animation Consumption Value Market Share by Region (2018-2029)
Figure 46. China 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 47. Japan 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 48. South Korea 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 49. India 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 50. Southeast Asia 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 51. Australia 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 52. South America 3D Modeling for Games and Animation Consumption Value Market Share by Type (2018-2029)
Figure 53. South America 3D Modeling for Games and Animation Consumption Value Market Share by Application (2018-2029)
Figure 54. South America 3D Modeling for Games and Animation Consumption Value Market Share by Country (2018-2029)
Figure 55. Brazil 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 56. Argentina 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 57. Middle East and Africa 3D Modeling for Games and Animation Consumption Value Market Share by Type (2018-2029)
Figure 58. Middle East and Africa 3D Modeling for Games and Animation Consumption Value Market Share by Application (2018-2029)
Figure 59. Middle East and Africa 3D Modeling for Games and Animation Consumption Value Market Share by Country (2018-2029)
Figure 60. Turkey 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 61. Saudi Arabia 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 62. UAE 3D Modeling for Games and Animation Consumption Value (2018-2029) & (USD Million)
Figure 63. 3D Modeling for Games and Animation Market Drivers
Figure 64. 3D Modeling for Games and Animation Market Restraints
Figure 65. 3D Modeling for Games and Animation Market Trends
Figure 66. Porters Five Forces Analysis
Figure 67. Manufacturing Cost Structure Analysis of 3D Modeling for Games and Animation in 2022
Figure 68. Manufacturing Process Analysis of 3D Modeling for Games and Animation
Figure 69. 3D Modeling for Games and Animation Industrial Chain
Figure 70. Methodology
Figure 71. Research Process and Data Source
btl

Research Methodology

Client Requirements

yuan2

Review and analyze client requirements

yuan2

Discussion of all the project requirements and queries

Flexibility Check

yuan2

Project Feasibility Analysis

yuan2

Finalizing tentative research programme

yuan2

Structuring project proposal with scope, timeline, and costs

Analyzing Market Dynamics

yuan2

Determination of key drivers, restraints, challenge, and opportunity

yuan2

Identifies market needs and trends

Market Size Estimation & Forecast

yuan2

Estimation of historical data based on secondary and primary data

yuan2

Anticipating market recast by assigning weightage to market forces (drivers, restraints, opportunities)

yuan2

Freezing historical and forecast market size estimations based on evolution, trends, outlook, and strategies

yuan2

Consideration of geography, region-specific product/service demand for region segments

yuan2

Consideration of product utilization rates, product demand outlook for segments by application or end-user.

tuBiao1

Data Source

yuan2

Secondary Source
Data collections from annual reports, presentations,associations, journals, analyst reports, paid database, press releases, blogs, newsletters,and GIR repositories.

yuan2

Discussion of all the project requirements and queries

Validation and triangulation of secondary and primary source.

yuan2

Collection of data

yuan2

Cumulating and collating the essential qualitative and quantitative data

yuan2

Generation of report in client requested format by research analysts

yuan2

Reviews by expert analysts

yuan2

Final quality check

yuan2

Clarifying queries

yuan2

Receiving feedback

yuan2

Ensuring satisfaction

  • yuan01
    liuCheng01

    01 Identification of data

    This step involves identification of several primary and secondary data research sources, including Global Info Research's internal data sources. The primary sources consist of in-depth discussions and interviews with policy makers, industry experts, and data evaluators, whereas secondary sources include a thorough study of market journals, press releases, annual reports, and government and non-government agencies websites.

  • yuan01
    liuCheng01

    02 Evaluation of Market Dynamic

    This phase includes a detailed evaluation of several factors that are likely to affect the market dynamics. It involves a comprehensive assessment of major market pain points, drivers, and trends. It also comprises a detailed study of research plans and methodology.

  • yuan01
    liuCheng01

    03 Collection of Data

    This process consists of gathering data, accessing proprietary databases, and reaching out to key industry participants that operate in the market across the value chain. It also involves studying several patterns in the historical data and comparing it with the current scenario.

  • yuan01
    liuCheng01

    04 Collaboration of Data

    This stage involves the validation of data and arrival at actual statistics, and evolution of the market over the years. It entails the study and analyzes various segments and verticals of the market. An impact analysis is also performed to observe which factors will affect the market in the next few years.

  • yuan01
    liuCheng01

    05 Verification and Analysis

    This is the final stage, which involves both quantity and quality checks. Although the process of data verification is an integral part of the research process, all data points and statistics and figures are re-checked to uphold their authenticity and validity.

btl

Companies Mentioned

Autodesk
Adobe
Zbrush
Blender
headus UVLayout
Maxon
Chaos Group
Strata
Pix4D
Rizom-Lab
jiaGou

Add To Cart

gouMai

Buy Now