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Global 3D Modeling for Games and Animation Market Analysis and Forecast 2026-2032

Publisher APO Research, Inc.
Published Jan 06, 2026
Length 192 Pages
SKU # APRC20776295

Description

The global 3D Modeling for Games and Animation market is projected to grow from US$ million in 2026 to US$ million by 2032, at a Compound Annual Growth Rate (CAGR) of % during the forecast period.

The North America market for 3D Modeling for Games and Animation is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

Europe market for 3D Modeling for Games and Animation is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

Asia-Pacific market for 3D Modeling for Games and Animation is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

The China market for 3D Modeling for Games and Animation is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

The major global companies of 3D Modeling for Games and Animation include Autodesk, Maxon Computer, Adobe, Foundry, Side Effects Software, NewTek, Chaos Group, headus and Rizom-Lab, etc. In 2025, the world's top three vendors accounted for approximately % of the revenue.

Report Includes


This report presents an overview of global market for 3D Modeling for Games and Animation, market size. Analyses of the global market trends, with historic market revenue data for 2021 - 2025, estimates for 2026, and projections of CAGR through 2032.

This report researches the key producers of 3D Modeling for Games and Animation, also provides the revenue of main regions and countries. Of the upcoming market potential for 3D Modeling for Games and Animation, and key regions or countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.

This report focuses on the 3D Modeling for Games and Animation revenue, market share and industry ranking of main manufacturers, data from 2021 to 2026. Identification of the major stakeholders in the global 3D Modeling for Games and Animation market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.

This report analyzes the segments data by Type and by Application, revenue, and growth rate, from 2021 to 2032. Evaluation and forecast the market size for 3D Modeling for Games and Animation revenue, projected growth trends, production technology, application and end-user industry.

3D Modeling for Games and Animation Segment by Company

Autodesk
Maxon Computer
Adobe
Foundry
Side Effects Software
NewTek
Chaos Group
headus
Rizom-Lab
3D Modeling for Games and Animation Segment by Type

Modeling software
UV Tools
Others
3D Modeling for Games and Animation Segment by Application

Animation
Games
3D Modeling for Games and Animation Segment by Region

North America
United States
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Spain
Netherlands
Switzerland
Sweden
Poland
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Southeast Asia
South America
Brazil
Argentina
Chile
Colombia
Middle East & Africa
Egypt
South Africa
Israel
Türkiye
GCC Countries

Study Objectives

1. To analyze and research the global status and future forecast, involving growth rate (CAGR), market share, historical and forecast.
2. To present the key players, revenue, market share, and Recent Developments.
3. To split the breakdown data by regions, type, manufacturers, and Application.
4. To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints, and risks.
5. To identify significant trends, drivers, influence factors in global and regions.
6. To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.

Reasons to Buy This Report

1. This report will help the readers to understand the competition within the industries and strategies for the competitive environment to enhance the potential profit. The report also focuses on the competitive landscape of the global 3D Modeling for Games and Animation market, and introduces in detail the market share, industry ranking, competitor ecosystem, market performance, new product development, operation situation, expansion, and acquisition. etc. of the main players, which helps the readers to identify the main competitors and deeply understand the competition pattern of the market.
2. This report will help stakeholders to understand the global industry status and trends of 3D Modeling for Games and Animation and provides them with information on key market drivers, restraints, challenges, and opportunities.
3. This report will help stakeholders to understand competitors better and gain more insights to strengthen their position in their businesses. The competitive landscape section includes the market share and rank (in market size), competitor ecosystem, new product development, expansion, and acquisition.
4. This report stays updated with novel technology integration, features, and the latest developments in the market.
5. This report helps stakeholders to gain insights into which regions to target globally.
6. This report helps stakeholders to gain insights into the end-user perception concerning the adoption of 3D Modeling for Games and Animation.
7. This report helps stakeholders to identify some of the key players in the market and understand their valuable contribution.

Chapter Outline

Chapter 1: Introduces the report scope of the report, executive summary of different market segments (product type, 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 the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Revenue of 3D Modeling for Games and Animation in global and regional level. 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 4: Detailed analysis of 3D Modeling for Games and Animation company competitive landscape, revenue, market share and industry ranking, latest development plan, merger, and acquisition information, etc.
Chapter 5: Provides the analysis of various market segments by type, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 6: Provides the analysis of various market segments by application, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 7: Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, 3D Modeling for Games and Animation revenue, gross margin, and recent development, etc.
Chapter 8: North America by type, by application and by country, revenue for each segment.
Chapter 9: Europe by type, by application and by country, revenue for each segment.
Chapter 10: China type, by application, revenue for each segment.
Chapter 11: Asia (excluding China) type, by application and by region, revenue for each segment.
Chapter 12: South America, Middle East and Africa by type, by application and by country, revenue for each segment.
Chapter 13: The main concluding insights of the report.

Please Note: Single-User license will be delivered via PDF from the publisher without the rights to print or to edit.

Table of Contents

192 Pages
1 Market Overview
1.1 Product Definition
1.2 3D Modeling for Games and Animation Market by Type
1.2.1 Global 3D Modeling for Games and Animation Market Size by Type, 2021 VS 2025 VS 2032
1.2.2 Modeling software
1.2.3 UV Tools
1.2.4 Others
1.3 3D Modeling for Games and Animation Market by Application
1.3.1 Global 3D Modeling for Games and Animation Market Size by Application, 2021 VS 2025 VS 2032
1.3.2 Animation
1.3.3 Games
1.4 Assumptions and Limitations
1.5 Study Goals and Objectives
2 3D Modeling for Games and Animation Market Dynamics
2.1 3D Modeling for Games and Animation Industry Trends
2.2 3D Modeling for Games and Animation Industry Drivers
2.3 3D Modeling for Games and Animation Industry Opportunities and Challenges
2.4 3D Modeling for Games and Animation Industry Restraints
3 Global Growth Perspective
3.1 Global 3D Modeling for Games and Animation Market Perspective (2021-2032)
3.2 Global 3D Modeling for Games and Animation Growth Trends by Region
3.2.1 Global 3D Modeling for Games and Animation Market Size by Region: 2021 VS 2025 VS 2032
3.2.2 Global 3D Modeling for Games and Animation Market Size by Region (2021-2026)
3.2.3 Global 3D Modeling for Games and Animation Market Size by Region (2027-2032)
4 Competitive Landscape by Players
4.1 Global 3D Modeling for Games and Animation Revenue by Players
4.1.1 Global 3D Modeling for Games and Animation Revenue by Players (2021-2026)
4.1.2 Global 3D Modeling for Games and Animation Revenue Market Share by Players (2021-2026)
4.1.3 Global 3D Modeling for Games and Animation Players Revenue Share Top 10 and Top 5 in 2025
4.2 Global 3D Modeling for Games and Animation Key Players Ranking, 2024 VS 2025 VS 2026
4.3 Global 3D Modeling for Games and Animation Key Players Headquarters & Area Served
4.4 Global 3D Modeling for Games and Animation Players, Product Type & Application
4.5 Global 3D Modeling for Games and Animation Players Establishment Date
4.6 Market Competitive Analysis
4.6.1 Global 3D Modeling for Games and Animation Market CR5 and HHI
4.6.3 2025 3D Modeling for Games and Animation Tier 1, Tier 2, and Tier 3
5 3D Modeling for Games and Animation Market Size by Type
5.1 Global 3D Modeling for Games and Animation Revenue by Type (2021 VS 2025 VS 2032)
5.2 Global 3D Modeling for Games and Animation Revenue by Type (2021-2032)
5.3 Global 3D Modeling for Games and Animation Revenue Market Share by Type (2021-2032)
6 3D Modeling for Games and Animation Market Size by Application
6.1 Global 3D Modeling for Games and Animation Revenue by Application (2021 VS 2025 VS 2032)
6.2 Global 3D Modeling for Games and Animation Revenue by Application (2021-2032)
6.3 Global 3D Modeling for Games and Animation Revenue Market Share by Application (2021-2032)
7 Company Profiles
7.1 Autodesk
7.1.1 Autodesk Company Information
7.1.2 Autodesk Business Overview
7.1.3 Autodesk 3D Modeling for Games and Animation Revenue and Gross Margin (2021-2026)
7.1.4 Autodesk 3D Modeling for Games and Animation Product Portfolio
7.1.5 Autodesk Recent Developments
7.2 Maxon Computer
7.2.1 Maxon Computer Company Information
7.2.2 Maxon Computer Business Overview
7.2.3 Maxon Computer 3D Modeling for Games and Animation Revenue and Gross Margin (2021-2026)
7.2.4 Maxon Computer 3D Modeling for Games and Animation Product Portfolio
7.2.5 Maxon Computer Recent Developments
7.3 Adobe
7.3.1 Adobe Company Information
7.3.2 Adobe Business Overview
7.3.3 Adobe 3D Modeling for Games and Animation Revenue and Gross Margin (2021-2026)
7.3.4 Adobe 3D Modeling for Games and Animation Product Portfolio
7.3.5 Adobe Recent Developments
7.4 Foundry
7.4.1 Foundry Company Information
7.4.2 Foundry Business Overview
7.4.3 Foundry 3D Modeling for Games and Animation Revenue and Gross Margin (2021-2026)
7.4.4 Foundry 3D Modeling for Games and Animation Product Portfolio
7.4.5 Foundry Recent Developments
7.5 Side Effects Software
7.5.1 Side Effects Software Company Information
7.5.2 Side Effects Software Business Overview
7.5.3 Side Effects Software 3D Modeling for Games and Animation Revenue and Gross Margin (2021-2026)
7.5.4 Side Effects Software 3D Modeling for Games and Animation Product Portfolio
7.5.5 Side Effects Software Recent Developments
7.6 NewTek
7.6.1 NewTek Company Information
7.6.2 NewTek Business Overview
7.6.3 NewTek 3D Modeling for Games and Animation Revenue and Gross Margin (2021-2026)
7.6.4 NewTek 3D Modeling for Games and Animation Product Portfolio
7.6.5 NewTek Recent Developments
7.7 Chaos Group
7.7.1 Chaos Group Company Information
7.7.2 Chaos Group Business Overview
7.7.3 Chaos Group 3D Modeling for Games and Animation Revenue and Gross Margin (2021-2026)
7.7.4 Chaos Group 3D Modeling for Games and Animation Product Portfolio
7.7.5 Chaos Group Recent Developments
7.8 headus
7.8.1 headus Company Information
7.8.2 headus Business Overview
7.8.3 headus 3D Modeling for Games and Animation Revenue and Gross Margin (2021-2026)
7.8.4 headus 3D Modeling for Games and Animation Product Portfolio
7.8.5 headus Recent Developments
7.9 Rizom-Lab
7.9.1 Rizom-Lab Company Information
7.9.2 Rizom-Lab Business Overview
7.9.3 Rizom-Lab 3D Modeling for Games and Animation Revenue and Gross Margin (2021-2026)
7.9.4 Rizom-Lab 3D Modeling for Games and Animation Product Portfolio
7.9.5 Rizom-Lab Recent Developments
8 North America
8.1 North America 3D Modeling for Games and Animation Revenue (2021-2032)
8.2 North America 3D Modeling for Games and Animation Revenue by Type (2021-2032)
8.2.1 North America 3D Modeling for Games and Animation Revenue by Type (2021-2026)
8.2.2 North America 3D Modeling for Games and Animation Revenue by Type (2027-2032)
8.3 North America 3D Modeling for Games and Animation Revenue Share by Type (2021-2032)
8.4 North America 3D Modeling for Games and Animation Revenue by Application (2021-2032)
8.4.1 North America 3D Modeling for Games and Animation Revenue by Application (2021-2026)
8.4.2 North America 3D Modeling for Games and Animation Revenue by Application (2027-2032)
8.5 North America 3D Modeling for Games and Animation Revenue Share by Application (2021-2032)
8.6 North America 3D Modeling for Games and Animation Revenue by Country
8.6.1 North America 3D Modeling for Games and Animation Revenue by Country (2021 VS 2025 VS 2032)
8.6.2 North America 3D Modeling for Games and Animation Revenue by Country (2021-2026)
8.6.3 North America 3D Modeling for Games and Animation Revenue by Country (2027-2032)
8.6.4 United States
8.6.5 Canada
8.6.6 Mexico
9 Europe
9.1 Europe 3D Modeling for Games and Animation Revenue (2021-2032)
9.2 Europe 3D Modeling for Games and Animation Revenue by Type (2021-2032)
9.2.1 Europe 3D Modeling for Games and Animation Revenue by Type (2021-2026)
9.2.2 Europe 3D Modeling for Games and Animation Revenue by Type (2027-2032)
9.3 Europe 3D Modeling for Games and Animation Revenue Share by Type (2021-2032)
9.4 Europe 3D Modeling for Games and Animation Revenue by Application (2021-2032)
9.4.1 Europe 3D Modeling for Games and Animation Revenue by Application (2021-2026)
9.4.2 Europe 3D Modeling for Games and Animation Revenue by Application (2027-2032)
9.5 Europe 3D Modeling for Games and Animation Revenue Share by Application (2021-2032)
9.6 Europe 3D Modeling for Games and Animation Revenue by Country
9.6.1 Europe 3D Modeling for Games and Animation Revenue by Country (2021 VS 2025 VS 2032)
9.6.2 Europe 3D Modeling for Games and Animation Revenue by Country (2021-2026)
9.6.3 Europe 3D Modeling for Games and Animation Revenue by Country (2027-2032)
9.6.4 Germany
9.6.5 France
9.6.6 U.K.
9.6.7 Italy
9.6.8 Russia
9.6.9 Spain
9.6.10 Netherlands
9.6.11 Switzerland
9.6.12 Sweden
9.6.13 Poland
10 China
10.1 China 3D Modeling for Games and Animation Revenue (2021-2032)
10.2 China 3D Modeling for Games and Animation Revenue by Type (2021-2032)
10.2.1 China 3D Modeling for Games and Animation Revenue by Type (2021-2026)
10.2.2 China 3D Modeling for Games and Animation Revenue by Type (2027-2032)
10.3 China 3D Modeling for Games and Animation Revenue Share by Type (2021-2032)
10.4 China 3D Modeling for Games and Animation Revenue by Application (2021-2032)
10.4.1 China 3D Modeling for Games and Animation Revenue by Application (2021-2026)
10.4.2 China 3D Modeling for Games and Animation Revenue by Application (2027-2032)
10.5 China 3D Modeling for Games and Animation Revenue Share by Application (2021-2032)
11 Asia (Excluding China)
11.1 Asia 3D Modeling for Games and Animation Revenue (2021-2032)
11.2 Asia 3D Modeling for Games and Animation Revenue by Type (2021-2032)
11.2.1 Asia 3D Modeling for Games and Animation Revenue by Type (2021-2026)
11.2.2 Asia 3D Modeling for Games and Animation Revenue by Type (2027-2032)
11.3 Asia 3D Modeling for Games and Animation Revenue Share by Type (2021-2032)
11.4 Asia 3D Modeling for Games and Animation Revenue by Application (2021-2032)
11.4.1 Asia 3D Modeling for Games and Animation Revenue by Application (2021-2026)
11.4.2 Asia 3D Modeling for Games and Animation Revenue by Application (2027-2032)
11.5 Asia 3D Modeling for Games and Animation Revenue Share by Application (2021-2032)
11.6 Asia 3D Modeling for Games and Animation Revenue by Country
11.6.1 Asia 3D Modeling for Games and Animation Revenue by Country (2021 VS 2025 VS 2032)
11.6.2 Asia 3D Modeling for Games and Animation Revenue by Country (2021-2026)
11.6.3 Asia 3D Modeling for Games and Animation Revenue by Country (2027-2032)
11.6.4 Japan
11.6.5 South Korea
11.6.6 India
11.6.7 Australia
11.6.8 Taiwan
11.6.9 Southeast Asia
12 South America, Middle East and Africa
12.1 SAMEA 3D Modeling for Games and Animation Revenue (2021-2032)
12.2 SAMEA 3D Modeling for Games and Animation Revenue by Type (2021-2032)
12.2.1 SAMEA 3D Modeling for Games and Animation Revenue by Type (2021-2026)
12.2.2 SAMEA 3D Modeling for Games and Animation Revenue by Type (2027-2032)
12.3 SAMEA 3D Modeling for Games and Animation Revenue Share by Type (2021-2032)
12.4 SAMEA 3D Modeling for Games and Animation Revenue by Application (2021-2032)
12.4.1 SAMEA 3D Modeling for Games and Animation Revenue by Application (2021-2026)
12.4.2 SAMEA 3D Modeling for Games and Animation Revenue by Application (2027-2032)
12.5 SAMEA 3D Modeling for Games and Animation Revenue Share by Application (2021-2032)
12.6 SAMEA 3D Modeling for Games and Animation Revenue by Country
12.6.1 SAMEA 3D Modeling for Games and Animation Revenue by Country (2021 VS 2025 VS 2032)
12.6.2 SAMEA 3D Modeling for Games and Animation Revenue by Country (2021-2026)
12.6.3 SAMEA 3D Modeling for Games and Animation Revenue by Country (2027-2032)
12.6.4 Brazil
12.6.5 Argentina
12.6.6 Chile
12.6.7 Colombia
12.6.8 Peru
12.6.9 Saudi Arabia
12.6.10 Israel
12.6.11 UAE
12.6.12 Turkey
12.6.13 Iran
12.6.14 Egypt
13 Concluding Insights
14 Appendix
14.1 Reasons for Doing This Study
14.2 Research Methodology
14.3 Research Process
14.4 Authors List of This Report
14.5 Data Source
14.5.1 Secondary Sources
14.5.2 Primary Sources
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