Templates

Low-Poly Prop: Flat-shaded example
Flat-shaded · example
Flat-shaded

Low-poly 3D game asset, faceted flat-shaded geometric planes, simplified chunky shapes, a limited palette of flat colours, no texture noise, like a stylized mobile game prop

Describe it or add a sketch to start

Behind the scenes

How this template works

Image Studio designs the asset in the low-poly art style you pick, then Image to 3D builds it with Tripo P2, a model made for low-poly topology. The export presets set format, scale and texture size for your engine.

  1. 1
    Step 1 · Image Studio

    Design the asset

    Image Studio turns your text or sketch into a clean concept render in the art style you picked (flat-shaded, cozy pastel, PS1 retro or dark fantasy) and the condition you chose. The object is isolated on white so the 3D step sees one clear shape.

    Nano Banana 2.1 (text) or GPT Image 2.5 Flare (sketch) · 1K

    Open Image Studio
  2. 2
    Step 2 · Image to 3D

    Build the 3D model

    Image to 3D (Tripo P2) builds clean low-poly topology and picks the polygon count for each shape, so simple props stay light and detailed ones keep their silhouette. You can set your own limit under Advanced, but automatic usually looks better.

    Tripo P2 · Standard textures · automatic polygon count · Baked lighting

    Open Image to 3D

Tips for the best result

  • Describe one object, not a scene: "a wooden barrel with iron rings".
  • A rough sketch is enough; notes and arrows on the paper are ignored.
  • Make several assets with the same template to build a matching set.

Do it yourself for more control

  • Change the style text in the Image Studio prompt to match your game's art direction.
  • Use Remesh to hit an exact triangle count or get quad topology.
  • Use LOD to generate lighter versions for distant objects.

Good to know

Very intricate objects (chains, lattices) get simplified; use the Stylized template for those.

Real results

Made with this template

Each prop below came from the sketch or sentence on its card.

Low-Poly Prop: example
From a sketch
Low-Poly Prop
Low-poly campfire
From a sentence
A cozy campfire with logs and stones
Mushroom house sketch to low-poly prop
From a sketch
Mushroom house sketch to low-poly prop
Low-poly sailboat
From a sentence
A small wooden sailboat

Each example is an actual run of this template at Standard quality, made from a typed idea or a sketch.

MCP connector

Run this template from Claude, ChatGPT or Cursor

Connect the 3D AI Studio MCP to your AI assistant and paste the brief into the chat. It runs the same steps with the same prompts and settings, shows you the result in the conversation and saves it to your library.

Art style
Condition
Display
  1. Connect the MCP once in your account settings. It's included in every paid plan.
  2. Copy the brief and swap the example in the first line for your own.
  3. Paste it into a new chat. Your assistant runs every step and shows you each result.
Tools it calls
generate_image_nano_2_1upload_imageedit_image_gptgenerate_p2generate_prism_3_1convert_modelget_generationshow_generation
Chat brief · Low-Poly Prop
Use the 3D AI Studio MCP to run the "Low-Poly Prop" template (https://www.3daistudio.com/templates/low-poly-generator) for me.

My idea: A wooden treasure chest with iron bands
Art style: Flat-shaded
Condition: Pristine
Display: Object only

Follow these steps in order. The prompts and settings are the template's own, so use them word for word and only put my idea where it says {MY IDEA}.

1. Design the asset
Call generate_image_nano_2_1 with aspect_ratio "1:1", resolution "1K", output_format "png" and this prompt:
"""
A finished 3D game asset render of {MY IDEA}. Style: low-poly 3D game asset, faceted flat-shaded geometric planes, simplified chunky shapes, a limited palette of flat colours, no texture noise, like a stylized mobile game prop. One single isolated object only, centered, shown in a three-quarter front view from slightly above, the entire object visible with generous empty margin. Seamless pure white (#FFFFFF) background, soft even studio lighting, no cast shadows, no ground plane, no text, no labels, no annotations, no arrows. Surface and light: soft, even, diffuse studio light. Metal, gems, glass-like and wet or glossy materials show what they are through colour and a soft satin sheen, never through mirror reflections, bright specular hot spots or reflections of the surroundings. Glowing parts (eyes, runes, lava, neon, gems) are painted as bright, flat emissive colour on the surface itself, with no light spilling onto nearby surfaces, no halo, bloom or glow around the object, and no light rays, sparkles or particles in the air.
"""
If I want to start from a sketch or reference image instead, call upload_image so I can hand it over, then call edit_image_gpt with the upload in images, quality "low", output_format "png" and this prompt:
"""
This is a rough sketch. Recreate the object it shows as a finished 3D game asset render, keeping the sketch's design, proportions and key details, and ignore any handwritten notes, arrows and paper. Style: low-poly 3D game asset, faceted flat-shaded geometric planes, simplified chunky shapes, a limited palette of flat colours, no texture noise, like a stylized mobile game prop. One single isolated object only, centered, shown in a three-quarter front view from slightly above, the entire object visible with generous empty margin. Seamless pure white (#FFFFFF) background, soft even studio lighting, no cast shadows, no ground plane, no text, no labels, no annotations, no arrows. Surface and light: soft, even, diffuse studio light. Metal, gems, glass-like and wet or glossy materials show what they are through colour and a soft satin sheen, never through mirror reflections, bright specular hot spots or reflections of the surroundings. Glowing parts (eyes, runes, lava, neon, gems) are painted as bright, flat emissive colour on the surface itself, with no light spilling onto nearby surfaces, no halo, bloom or glow around the object, and no light rays, sparkles or particles in the air.
"""

2. Build the 3D model
Call generate_p2 with the task_id of the image from step 1 in images, texture_model "3.5", texture_quality "standard", pbr false, lighting_removal false.
For the most detail and the sharpest textures instead, call generate_prism_3_1 with texture_model "3.5", texture_quality "fast", geometry_quality "standard", pbr false, face_limit 3000, lighting_removal false.

3. Export
Export it for Unity unless I name another target: call convert_model on the 3D model with output_format "fbx_zip" (FBX with its textures) for Unity, Roblox Studio or Unreal / UEFN. Godot or Blender take the generated GLB as it is, no conversion needed.
For Roblox, the mesh has to stay under 8,000 faces: pass face_limit 8000 to the 3D step.

After each generation call, keep polling get_generation with its task_id until it completes, then show me the result with show_generation before you start the next step.

Or automate it with the API

The same tools are available through the 3D AI Studio API. Call them from your own code to make hundreds at once, build them into your app or run them in your pipeline.

Keep going

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