Your Game Needs Assets.
Not Another Blender Tutorial.
Generate game-ready 3D models from text prompts. Clean topology, proper UVs, ready for Unity/Unreal/Godot.
$ nativeblend gen "medieval crate" --tris 500
You're a Programmer.
Not a 3D Artist.
wasted on a bench
when you should be coding gameplay
for one freelancer
just to fill your scene with props
matching assets
free packs look like Frankenstein
Describe what you need and get a .glb that actually imports, in minutes, not days.
// features
Built for Programmers Who Code, Not Model
Semantic Generation
Type what you need in plain English. No Blender. No tutorials.
- "Medieval wooden bench with iron brackets"
- "Low-poly fantasy sword, game-ready"
- "Sci-fi crate, 500 tris max"
From 6 hours to 6 minutes.
user@dev:~/projects/dungeon-crawler/assets$
nativeblend gen "medieval wooden bench with iron brackets" --tris 1000
[nativeblend] Connecting to generation server...
[nativeblend] Prompt received. Starting generation.
✓ Phase 1: Base geometry (2.1s)
✓ Phase 2: Details & topology (3.4s)
✓ Phase 3: Materials applied (1.8s)
Exported: ./bench_01.glb
└─ 847 tris · 1 material · clean UVs
user@dev:~/projects/dungeon-crawler/assets$ ▊
Target: Mobile
✓ Base: 2,847 → 847 tris
✓ LOD0: 847 tris (0-20m)
✓ LOD1: 412 tris (20-50m)
✓ LOD2: 156 tris (50m+)
✓ UVs: No overlap
60fps target hit
Performance-First Generation
Every model is optimized before you ever see it.
- Auto-retopology to your target poly count
- Clean UVs that actually work
- LOD generation for distance culling
No more broken assets.
Style Lock System
Generate 100 assets that all look like they belong together.
- Define your art style once
- Every asset inherits the same visual DNA
- Color palette locking across all models
No more Frankenstein games.
Base: medieval_crate.glb
Generated:
✓ crate_clean
✓ crate_weathered
✓ crate_damaged
✓ crate_small
✓ crate_large
5 variants in 90 seconds
Parametric Variation System
Turn one asset into 50 variants. No extra cost.
- Generate base model once
- Auto-create damaged/weathered/clean variants
- Material swaps (wood/metal/stone) instant
One purchase, infinite variations.
How It Actually Works
Not image generation. Real procedural mesh generation via Blender's Python API.
Parse Prompt
Generate Geometry
Apply Materials
Export GLB
Parse Prompt
Generate Geometry
Apply Materials
Export GLB
Procedural Geometry
We generate Blender Python scripts — not reconstructed meshes from images.
bpy.ops.mesh.primitive_cube_add()
bpy.ops.object.modifier_add(type='BEVEL')
bpy.ops.mesh.separate(type='LOOSE')Game-Ready Output
Every model validated before export. No surprises in your engine.
// pricing
Simple Plans. No Per-Asset Fees.
Free tier to try it out. Indie plan for serious projects.
// from the founder
Why I Built This
I'm a programmer. I've shipped games. And I've wasted hundreds of hours fighting with 3D modeling software when all I needed was a simple crate, a barrel, a torch.
The existing options were frustrating: asset stores full of mismatched styles, AI image generators that produce pretty pictures but no actual geometry, or expensive freelancers for every single prop.
So I built NativeBlend. It uses procedural generation with Blender's Python API to create actual 3D models — with clean topology, proper UVs, and reasonable poly counts. The kind of assets that actually work when you drag them into your game engine.
This is the tool I wished existed when I was grinding through my last jam.
Addy
Founder · Also building games at 2am
"Used it for the dungeon environment in my roguelike. Generated 15 props in an afternoon that would've taken me weeks."
@hexcastle_dev
Beta tester · Building "Crypt of Echoes"
"Finally, an AI tool that gives me files I can actually use. Not just images. Real .glb files with proper topology."
@procedural_mike
Beta tester · Technical artist turned indie
Get Back to Building Your Game.
Stop fighting assets. Start shipping features.