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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.

The finished treasure chest from this tutorial: an open wooden chest with iron bands, a padlock and gold coins, lit warmly against a dark backdropThe finished treasure chest from this tutorial: an open wooden chest with iron bands, a padlock and gold coins, lit warmly against a dark backdrop

First, connect 3D-Agent to Blender.

  1. 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.

  2. 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.

    The first result: a stylized wooden treasure chest with a rounded lid, dark iron bands, rivets and a padlock, on a neutral studio backdropThe first result: a stylized wooden treasure chest with a rounded lid, dark iron bands, rivets and a padlock, on a neutral studio backdrop

    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.

  3. 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.

  4. 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.

    The game-ready chest rendered with its wireframe drawn over the materials, showing a light, clean meshThe game-ready chest rendered with its wireframe drawn over the materials, showing a light, clean mesh
  5. Export

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

Next steps

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