How Much Does a 3D Walkthrough Cost?
3D walkthrough cost is set by five things: how much geometry has to be built rather than reused, how many distinct spaces the camera enters, the length and shot count of the final edit, the level of finish detail required, and how many revision rounds are included. Four of those five are decided by the client, not the studio. We price on the area being shown and the spaces entered, starting at $4,500, which is why a per second price quoted before anyone has seen the model is unreliable.
The question behind the question is usually not what a walkthrough costs. It is what makes one walkthrough cost substantially more than another when both run ninety seconds.
Below is the honest answer, written so you can estimate your own position before you ask anyone for a number on a 3D walkthrough.
What it actually costs
A cinematic walkthrough starts at $4,500 and is priced at $2.00 per square foot of the area being shown, whichever is higher. A 2,950 square foot project is $5,900. A 4,000 square foot project is $8,000. Those are our published numbers, not estimates.
An interactive browser walkthrough, where the viewer navigates the space and switches materials in real time, starts at $5,500 and runs $2.50 per square foot.
Anything above $8,000 is billed in stages rather than as one payment, and carries a package discount starting at 10 percent. Standard terms are 50 percent to start and 50 percent on completion. A schedule under four business days is quoted with a rush surcharge of roughly 35 percent, and only after we confirm we can hold it.
What those rates assume is a usable model, a shot list proportionate to the area, and the two structured revision rounds we scope as standard. The five variables below are what pull a project outside them.
The five variables
Model readiness. The largest swing in our quotes. A clean design model with correct geometry and usable materials is a starting point. A set of PDF drawings is a modeling project with an animation attached, and it can add substantially to the work before a single frame renders.
Number of distinct spaces. Cost tracks spaces entered, not minutes produced. Ninety seconds through one lobby is a different build from ninety seconds through a lobby, two unit types, an amenity deck and a garage.
Length and shot count. Length matters, but shot count matters more. Twelve short shots need twelve setups. One continuous move through the same duration needs one.
Detail level. A massing-accurate walkthrough for a coordination meeting and a marketing piece with real materials, styled furniture, planting and lighting are different products sharing a name.
Revision rounds. Rounds are production time. We scope two structured rounds as standard. Open-ended review is the way we most often see a fixed scope become an unpleasant conversation.
The specification matrix
| Option | Technical constraint it creates | When it is the right call |
|---|---|---|
| Build from an existing design model | Requires a clean, current, correctly scaled model with named layers | Whenever the design team can release one, this is the cheapest path |
| Build geometry from drawings | Adds a modeling phase before animation, and adds review of that model | Only when no usable model exists, or the model is unrecoverable |
| Single continuous camera move | Limits what can be shown and cannot skip dull transitions | Small projects, one hero space, tight budget |
| Multi-shot edited sequence | Each shot is a separate setup, lighting pass and render | Multiple spaces, or a narrative that has to build |
| Massing and material blocks only | Cannot be used as a marketing asset later without a rebuild | Coordination, user-group review, early approvals |
| Full marketing finish | Requires settled selections, furniture and landscape decisions | Leasing, sales and capital raise, once design is stable |
| Two included revision rounds | Comments must be consolidated into one list per round | Standard for a single approver structure |
| Extended or committee review | Priced as additional rounds, or hourly beyond the included two | Public approvals, boards, multi-department sign-off |
| Cutdowns and vertical versions | Cheap when scoped with the main render, expensive afterward | Any project with a paid or social component |
Why a per second rate is the wrong question
A per second rate is only meaningful if the studio has already decided what is in the second. Rates quoted that way get there by fixing the other four variables silently, usually at the low end, and the difference surfaces later as change orders.
We price on area and spaces instead, which is why a ninety second edit and a two minute edit of the same building often land on the same number. The rate above is what a walkthrough costs when nothing unusual is in the way. We still want to see the model and the shot list before the number is final.
How to lower the cost honestly
Release a clean model. Reduce the number of spaces entered rather than the length. Accept a lower finish level where the audience does not require it. Consolidate your reviewers. Order every deliverable you will need at scoping instead of returning for cutdowns in month three.
What does not lower cost: shortening the edit while keeping the same spaces, or asking for fewer frames at the same shot count.
Send the model and a rough shot list and we will tell you where your project sits on each of the five variables.
What to ask any studio before you compare quotes
How many revision rounds are included and what counts as a round. Whether the quote assumes your model is usable. How many distinct spaces are priced. Whether cutdowns are included. Two quotes that differ by half are usually answering these four questions differently, not offering different quality.
Related reading: what length a walkthrough should be covers the variable people over-weight, narrated versus silent is a real cost line, senior living communities and office and workplace projects show how sector changes the shot count.
Send us your project and we will scope it against these five variables in writing.