Using Co-pilot for props and environments

With Co-pilot, you can move from concept to a usable prop or environment prototype in hours, not days.

1

Gather your references

  • For props: collect clear photos or concept art from the front, side, and top if possible.

  • For environments: gather tileable textures, modular kit references, or mood boards.

  • Upload these to Co-pilot as your input images.

2

Generate base meshes

  • Use Base Mesh from Reference to quickly create low-poly meshes that match overall shape and proportions.

  • For organic parts (e.g., rocks, foliage), try Organic Reconstruction to cover the reference area with a starting mesh.

  • Break complex environments into smaller pieces (props, walls, terrain chunks) for better results.

3

Apply tileable textures

  • Use Tileable Textures from Reference to turn cropped details into seamless materials (wood planks, stone, bricks, fabric).

  • Apply these directly to your base meshes for a fast, convincing look.

4

Refine & optimize

  • Check scale and proportions against your project’s environment metrics (e.g., character height in-game).

5

Iterate with feedback

  • Review generated props or environment blocks in your engine.

  • Adjust or regenerate specific parts as needed.


Best Practices

  • Start simple: block out key props or environmental pieces first, then add detail.

  • For environments, focus on reusability — one good tileable material or modular wall section can go a long way.

  • Treat Co-pilot outputs as accelerators, not final assets — refine and stylize them to match your project.

Join our BETA Discord community for 3D artists to gain early access/leave suggestions and feedback for the 3D Co-pilot features.

Sign up

Last updated

Was this helpful?