
Global 3D Modeling for Games and Animation Market 2025 by Company, Regions, Type and Application, Forecast to 2031
Description
According to our (Global Info Research) latest study, the global 3D Modeling for Games and Animation market size was valued at US$ 861 million in 2024 and is forecast to a readjusted size of USD 1571 million by 2031 with a CAGR of 9.1% during review period.
In 3D computer graphics, 3D modelling is the process of mathematically representing any surface of an object in three dimensions by means of special software. The product is called a 3D model. A person using a 3D model may be called a 3D artist. It can be displayed as a two-dimensional image through a process called 3D rendering, or it can be used in computer simulations of physical phenomena.
3D modelling is used in various industries such as film, animation and gaming, interior design and architecture. They are also used in the medical industry to create interactive representations of anatomy. A large amount of 3D software is also used to construct digital representations of mechanical models or parts before they are actually manufactured.3D modelling is also used in industrial design, where products are modelled in 3D before they are presented. In the media and events industry, 3D modelling is used in stage and set design.
In recent years, the gaming and animation industries have gradually opened up forms of expression beyond two dimensions, and 3D (three-dimensional) visual effects have become a popular demand in the entertainment industry due to their excellent realism and immersive experience. At the same time, more and more scenes and characters in the film and television industry can be constructed with 3D modelling; animation can also be relatively more cost-saving through the 3D form of production, so based on the advantages of all aspects, under this demand, 3D modelling software in the game and animation industry is growing rapidly.
Global key players of 3D modeling for games and animations include DAutodesk, Maxon Computer, Adobe, Foundry, Side Effects Software. The top five players hold a share over 73%. China is the largest market, has a share about 10%. In terms of product type, modeling software is the largest segment, occupied for a share of 81%, and in terms of application, animation has a share about 52 percent.
This report is a detailed and comprehensive analysis for global 3D Modeling for Games and Animation market. Both quantitative and qualitative analyses are presented by company, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2025, are provided.
Key Features:
Global 3D Modeling for Games and Animation market size and forecasts, in consumption value ($ Million), 2020-2031
Global 3D Modeling for Games and Animation market size and forecasts by region and country, in consumption value ($ Million), 2020-2031
Global 3D Modeling for Games and Animation market size and forecasts, by Type and by Application, in consumption value ($ Million), 2020-2031
Global 3D Modeling for Games and Animation market shares of main players, in revenue ($ Million), 2020-2025
The Primary Objectives in This Report Are:
To determine the size of the total market opportunity of global and key countries
To assess the growth potential for 3D Modeling for Games and Animation
To forecast future growth in each product and end-use market
To assess competitive factors affecting the marketplace
This report profiles key players in the global 3D Modeling for Games and Animation market based on the following parameters - company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Autodesk, Maxon Computer, Adobe, Foundry, Side Effects Software, NewTek, Chaos Group, headus, Rizom-Lab, etc.
This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.
Market segmentation
3D Modeling for Games and Animation market is split by Type and by Application. For the period 2020-2031, the growth among segments provides accurate calculations and forecasts for Consumption Value by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.
Market segment by Type
Modeling software
UV Tools
Others
Market segment by Application
Animation
Games
Market segment by players, this report covers
Autodesk
Maxon Computer
Adobe
Foundry
Side Effects Software
NewTek
Chaos Group
headus
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 and Rest of Asia-Pacific)
South America (Brazil, 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 2020 to 2025.
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 by Application, with consumption value and growth rate by Type, by Application, from 2020 to 2031
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 2020 to 2025.and 3D Modeling for Games and Animation market forecast, by regions, by Type and by Application, with consumption value, from 2026 to 2031.
Chapter 11, market dynamics, drivers, restraints, trends, Porters Five Forces analysis.
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.
In 3D computer graphics, 3D modelling is the process of mathematically representing any surface of an object in three dimensions by means of special software. The product is called a 3D model. A person using a 3D model may be called a 3D artist. It can be displayed as a two-dimensional image through a process called 3D rendering, or it can be used in computer simulations of physical phenomena.
3D modelling is used in various industries such as film, animation and gaming, interior design and architecture. They are also used in the medical industry to create interactive representations of anatomy. A large amount of 3D software is also used to construct digital representations of mechanical models or parts before they are actually manufactured.3D modelling is also used in industrial design, where products are modelled in 3D before they are presented. In the media and events industry, 3D modelling is used in stage and set design.
In recent years, the gaming and animation industries have gradually opened up forms of expression beyond two dimensions, and 3D (three-dimensional) visual effects have become a popular demand in the entertainment industry due to their excellent realism and immersive experience. At the same time, more and more scenes and characters in the film and television industry can be constructed with 3D modelling; animation can also be relatively more cost-saving through the 3D form of production, so based on the advantages of all aspects, under this demand, 3D modelling software in the game and animation industry is growing rapidly.
Global key players of 3D modeling for games and animations include DAutodesk, Maxon Computer, Adobe, Foundry, Side Effects Software. The top five players hold a share over 73%. China is the largest market, has a share about 10%. In terms of product type, modeling software is the largest segment, occupied for a share of 81%, and in terms of application, animation has a share about 52 percent.
This report is a detailed and comprehensive analysis for global 3D Modeling for Games and Animation market. Both quantitative and qualitative analyses are presented by company, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2025, are provided.
Key Features:
Global 3D Modeling for Games and Animation market size and forecasts, in consumption value ($ Million), 2020-2031
Global 3D Modeling for Games and Animation market size and forecasts by region and country, in consumption value ($ Million), 2020-2031
Global 3D Modeling for Games and Animation market size and forecasts, by Type and by Application, in consumption value ($ Million), 2020-2031
Global 3D Modeling for Games and Animation market shares of main players, in revenue ($ Million), 2020-2025
The Primary Objectives in This Report Are:
To determine the size of the total market opportunity of global and key countries
To assess the growth potential for 3D Modeling for Games and Animation
To forecast future growth in each product and end-use market
To assess competitive factors affecting the marketplace
This report profiles key players in the global 3D Modeling for Games and Animation market based on the following parameters - company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Autodesk, Maxon Computer, Adobe, Foundry, Side Effects Software, NewTek, Chaos Group, headus, Rizom-Lab, etc.
This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.
Market segmentation
3D Modeling for Games and Animation market is split by Type and by Application. For the period 2020-2031, the growth among segments provides accurate calculations and forecasts for Consumption Value by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.
Market segment by Type
Modeling software
UV Tools
Others
Market segment by Application
Animation
Games
Market segment by players, this report covers
Autodesk
Maxon Computer
Adobe
Foundry
Side Effects Software
NewTek
Chaos Group
headus
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 and Rest of Asia-Pacific)
South America (Brazil, 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 2020 to 2025.
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 by Application, with consumption value and growth rate by Type, by Application, from 2020 to 2031
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 2020 to 2025.and 3D Modeling for Games and Animation market forecast, by regions, by Type and by Application, with consumption value, from 2026 to 2031.
Chapter 11, market dynamics, drivers, restraints, trends, Porters Five Forces analysis.
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.
Table of Contents
95 Pages
- 1 Market Overview
- 2 Company Profiles
- 3 Market Competition, by Players
- 4 Market Size Segment by Type
- 5 Market Size Segment by Application
- 6 North America
- 7 Europe
- 8 Asia-Pacific
- 9 South America
- 10 Middle East & Africa
- 11 Market Dynamics
- 12 Industry Chain Analysis
- 13 Research Findings and Conclusion
- 14 Appendix
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