Primitive Lab · live in beta

A procedural 3D asset studio, right in your browser

Browse a 61-asset parametric library spanning vehicles, animals, trees, characters, rocks, nature, props, and platforms. Dial in geometry with sliders, pick a material and palette, and export a game-ready GLB — deterministic and free while in beta.

61 assets ·8 categories ·GLB export
Animated capture of the Primitive Lab studio: geometry sliders sweep a low-poly pickup truck's body length, width, and tire radius while it rebuilds instantly, then palette swaps recolor it
primitive_lab / live rebuildfree in beta

how it works

From library to importable mesh in four steps

1. Pick an asset from the library

61 procedural assets across vehicles, animals, trees, characters, rocks, nature, props, and platforms — searchable, filterable by category, favoritable for quick recall.

2. Dial in the geometry

Every asset exposes 2–4 sliders — body length, jaggedness, tire radius, spire height — plus an overall scale and a variation seed for reproducible silhouettes.

3. Choose materials and palette

Toon, Lambert, PBR, or Gloss shading with live roughness/metalness, six built-in palettes, or your own primary/secondary/accent hex colors.

4. Export and drop it in

One-click binary GLB export, or copy a ready GLTFLoader snippet — pivot-correct and resting on the ground plane, no cleanup pass required.

Deterministic by construction

Every build is seeded through a mulberry32 PRNG — the same asset ID, seed, and slider values always produce byte-identical geometry. Share a seed instead of a file: teammates rebuild the exact same mesh locally.

Vertex-welded deformation

Sloped cab roofs, tapered spires, and rockified boulders are built by displacing existing vertices as a pure function of position — not by re-triangulating — so duplicated corner vertices move identically and nothing tears at the seams.

Palette-role materials, not hardcoded colors

Each mesh part is tagged with a role (primary, secondary, accent, glass, metal, glow) rather than a fixed color. Swapping a palette recolors the whole asset in one pass, and custom hex overrides apply the same way.

Export-ready pivots

Every asset is generated centered on its own origin and rests exactly on y = 0, with dimensions reported in real-world metres — the two most common reasons a downloaded 'game-ready' asset needs a cleanup pass before it behaves correctly in an engine.

the library

Six categories, real screenshots, every one live right now

Not mockups — these are actual captures of the studio rendering each asset category.

Primitive Lab studio showing a low-poly Trail Pickup vehicle with body length, width, and tire radius sliders in the vehicles category
Vehicles
Primitive Lab studio showing a Blocky Sentry voxel-style robot character with a glowing visor in the characters category
Characters
Primitive Lab studio showing a Crystal Spire rock formation with glowing violet shards erupting from a rocky mound
Rocks
Primitive Lab studio showing a wooden Watchtower prop with a railed deck, X-braced legs, and a pyramidal roof
Props
Primitive Lab studio showing a Teleporter Pad platform asset with a glowing energy beam and orbiting crystal shards
Platforms
Primitive Lab studio showing a ribbed Desert Cactus nature asset with two seeded curling arms
Nature

procedural vs. AI

When to use Primitive Lab vs. text/image-to-3D

Both are bunpav tools — they solve different problems. A common workflow is to block out a level entirely in Primitive Lab, then replace one or two hero assets with a custom text-to-3D or image-to-3D generation.

FeaturePrimitive LabText/Image-to-3D
Output speedInstant — sliders rebuild in millisecondsSeconds to a minute per generation
ReproducibilityExact — same seed always rebuilds identicallyApproximate — re-prompting gives a new result
CostFree, unlimited while in betaSpends bunpav credits per generation
Best forVehicles, props, terrain, level kits, placeholdersOne-off custom or hero assets from a description or photo
CustomizationNamed sliders (length, radius, jaggedness…)Re-prompt or provide a different reference photo
Style control6 palettes + custom hex, 4 material modesFollows the prompt or source image's style

who it’s for

Built for teams that need coverage fast

Primitive Lab studio showing a long Transit Bus vehicle with mullioned window strips and a glowing route sign

Game jams & rapid blockout

Fill a level with real, textured vehicles and props in minutes instead of grey boxes — pick an asset, tune it, export, move on to the next system.

Primitive Lab studio showing a Treasure Chest prop with a domed hinged lid, metal corner bands, and a glowing gem

Prop and environment libraries

Every asset is deterministic — the same asset, seed, and parameters always rebuild the identical mesh, so a shared seed is effectively a shareable asset file.

Primitive Lab studio showing a Blocky Adventurer voxel-style character with a seeded stride pose and backpack

NPCs and background characters

Voxel-style adventurers and robots share one rig with a seeded stride pose, so a crowd of background characters never looks like it was copy-pasted.

Primitive Lab studio showing a Jump Ramp platform asset with hazard chevron stripes

Platformer and level design

Jump ramps, hover islands, and teleporter pads come with hazard stripes and glowing rims already baked in — drop them straight into a blockout.

Team workspaces

Studio usage rolls up to your organization — invite teammates and see generations, exports, and most-used assets across the team from one dashboard.

faq

Questions, answered

Is Primitive Lab an AI generator?

No — it's procedural and parametric. Every asset is built from code-driven geometry (deforms, noise displacement, lathes) controlled by sliders, not a diffusion model. The same asset, seed, and parameters always rebuild the exact same mesh, which is not something AI generators can guarantee.

Is Primitive Lab free to use?

Yes — it's free for any signed-in user while in beta. Generating and exporting through the studio doesn't spend bunpav credits; those are reserved for the separate text-to-3D and image-to-3D AI pipeline.

What can I export, and does it work in my engine?

One-click binary GLB export, or a ready GLTFLoader code snippet. Every asset is pivot-correct (centered origin, resting on the ground plane) with real-world metre dimensions, so it drops into three.js, Unity, Unreal, or Blender without a cleanup pass.

How many assets are in the library, and can more be added?

61 assets across vehicles, animals, trees, characters, rocks, nature, props, and platforms, with new ones added regularly. The library is registry-driven internally, so growing it doesn't require any changes to the studio UI itself.

Can my team share access and see usage?

Yes. Signing in auto-creates a workspace (or you can name your own), you can invite teammates by email, and the dashboard shows a rolling 30-day usage summary — generations, exports, and the most-used assets — for the whole organization.

Do exported meshes need cleanup before they're game-ready?

Usually not for the two most common problems — pivot placement and scale. Every asset resets to a centered origin, rests on the ground plane, and reports real-world metre dimensions before export. You may still want to add collision volumes in-engine, since Primitive Lab exports visual geometry, not physics colliders.

Can I get the same result twice, or share an asset with a teammate?

Yes — that's the point of the seed system. Send a teammate the asset ID, seed, and slider values (or just the exported GLB) and they can either use the file directly or rebuild the identical mesh themselves in their own session.

How is this different from Meshy, Tripo, or other AI 3D tools?

Those tools (and bunpav's own text-to-3D/image-to-3D pipeline) generate a mesh from a prompt or photo — useful for one-off custom or hero assets, but non-deterministic and not free. Primitive Lab trades that flexibility for instant, free, exactly-reproducible output across a fixed but growing library of common game-object categories.

explore more

Other things bunpav can generate

Primitive Lab covers common game-object categories. For a custom or one-off asset, bunpav's AI pipeline handles the rest.

go deeper

Related reading

free in beta

Open the library and export your first asset

No credits spent Real-world scale No account setup fee