NativeBlend Logo NativeBlend

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.

6h

wasted on a bench

when you should be coding gameplay

$500

for one freelancer

just to fill your scene with props

0

matching assets

free packs look like Frankenstein

There's a better way

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.

bash
~/projects/dungeon-crawler/assets

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$

Optimization Report

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.

Style Lock Demo
Variations

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.

01

Parse Prompt

02

Generate Geometry

03

Apply Materials

04

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.

Clean topology
No UV overlaps
Target poly count
LOD variants
🏢 Looking for team or enterprise solutions?
View Enterprise Plans →

// pricing

Simple Plans. No Per-Asset Fees.

Free tier to try it out. Indie plan for serious projects.

Free

$0

Forever free

  • 5 models/month
  • Express mode only
  • GLB export
  • Community support
Most Popular

Indie

$29

per month

  • Unlimited models
  • Standard + Pro modes
  • GLB + .blend export
  • Style Lock system
  • Parametric variations
  • Priority email support

Team

$79

per month · 3 seats

  • Everything in Indie
  • Team collaboration
  • Shared asset library
  • Priority email support

// 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.

AB

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.