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Toolbox

Building & 3D models

Maps, buildings and props in the modern stud style: models written as code with Lune, 1:1 map remakes from a video, AI 3D models that fit, and the rules that stop a build looking blocky or broken.

1

Paste this

Prompts to copy into ChatGPT, Gemini, Claude or your coding agent.

Every prompt
2

Do this

Step-by-step moves, each with a message to hand your AI.

Every trick
3

Learn why

The rules behind it, most of them measured in Studio.

  1. 01Building overviewHow to build Roblox worlds, maps and models when an AI coding agent drives Studio (through an MCP plugin, executeluau, and model files pushed from disk).
  2. 02Stud style, materials and meshesThe "stud revival" look (bright plastic bricks, every face wearing a stud pattern, lots of small detail) is the cheapest style an agent can build well, because it is all parts.
  3. 03Scale and mapsStrategy and tycoon games often want the player standing over a tiny country like a giant. The trick: keep the character life size and shrink the world (for example to 1/4).
  4. 04Showing progress on buildingsIn tycoon and base-building games the base is the progress bar. A playtester's first note on one game was "we need more upgrade visuals ... when someone upgrades a farm it shows".
  5. 05Building UX: placing, picking and selectingCode for picking, hover and tap-vs-drag is in snippets/Picking.luau.
  6. 06Verifying maps and modelsA map presented after four aerial shots, taken with only part of the lighting applied, came back as "still not good, double check your work with screenshots".
  7. 07Tools: pushing, pulling and checking codeAll tools are in tools/ and are game-agnostic: no paths are baked in.
  8. 08Stud-style surfaces that look intentionalMaterials, stud patterns and the two exceptions that separate a polished stud build from a noisy one.
  9. 09Chunky, not blocky: shape language for stud buildsThree tiers of detail, breaking the box, stepped roofs, and why maps need altitude.
  10. 10No gaps: seams, openings and transparent partsThe door test, why clipping is a bug between things but a technique inside a model, and how transparent parts expose sloppy seams.
  11. 11Measure colours, don't eyeball themSampling a reference's palette, building 1:1 remakes from a video, and checking a map the way players will see it.
  12. 12Detail props without the AI lookWhere to spend mesh detail, how round is too round, and the props vocabulary that reads as made by a person.
  13. 13Rigging models that move cleanlyDeciding between rigid pieces and skinned bones, joints that look attached, and triangle budgets for animated models.
4

Download

Skills, packs, kits and snippets for this job.

All downloads
5

See it

Real output made with the tools above.

Every model and build in the showcase
  • Little Town
    Little Town
  • One model, every paint job
    One model, every paint job
  • City skyline
    City skyline
  • Forklift
    Forklift
  • Football stadium
    Football stadium
  • Houses from one script
    Houses from one script

Making something else?