Tutorials
Tutorial: model a game prop
You’ll model a treasure chest, refine it in a few prompts and export it for a game engine. Every image on this page is a real result of these prompts in 3D-Agent.


First, connect 3D-Agent to Blender.
Start with a clean scene
In Blender, open a new file and save it as
treasure-chest.blend. A saved file gives your checkpoints a name.Describe the prop
Say what it is, its style, its size and what it’s for:
Model a wooden treasure chest with iron bands and a lock, stylized for a mobile game. About 1 m wide, sitting on the ground at the origin. Keep it under 5,000 triangles.
3D-Agent builds the chest and checks its own work. In our run, it came out 1.07 m wide at 4,064 triangles.


To see it from a fixed angle each time, ask for a render with a camera you keep, like Set up a presentation camera and studio lighting, and render it.
Refine it
Change one thing per prompt, so each change gets its own checkpoint:
- Make the lid slightly open and add gold coins inside.
- Round the corners of the iron bands.
- Give the wood a warm, worn look.




In our run, the coins brought the chest to 4,974 triangles, still under the budget from the first prompt. If a change goes wrong, open Checkpoints and restore the version before it.
Get it ready for the engine
Apply all modifiers and scale, set the origin to the bottom center, and name the object TreasureChest.
The chest becomes one object,
TreasureChest, with its scale applied and its origin on the ground. To check the topology, ask for a render with the wireframe drawn over it.

Export
In Blender, open File → Export. Pick FBX (.fbx) for Unity or Unreal, or glTF 2.0 (.glb/.gltf) for Godot. See Exporting.