# Tutorial: model a game prop

You'll model a treasure chest, refine it in a few prompts and export it for a game engine.

First, [connect 3D-Agent to Blender](https://3d-agent.com/docs/quickstart).

### 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](https://3d-agent.com/docs/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.

### 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.*

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.

### 5. Export

In Blender, open **File** → **Export**. Pick **FBX (.fbx)** for Unity or Unreal, or **glTF 2.0 (.glb/.gltf)** for Godot. See [Exporting](https://3d-agent.com/docs/exporting).

## Next steps

- [Prompting guidelines](https://3d-agent.com/docs/prompting-guidelines): Write prompts that work on the first try.
- [Dress a scene with free assets](https://3d-agent.com/docs/tutorial-free-assets): Add free HDRIs, materials and models with plugins.
- [Exporting](https://3d-agent.com/docs/exporting): Export as OBJ, FBX, GLB or USDZ.
