Solutions

3D props and environment fill for game teams

Hydrilla AI gives game teams props and environment pieces for your game engine, generated with BlueFox, Hydrilla's 3D model, from typed briefs or uploaded pictures.

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Most of what fills a level is not the hero. It is the crates, barrels, debris, signage, and clutter that make a space feel lived in, and it is where art time disappears. Generation takes on that volume so your artists can spend their hours on the assets players will remember.

From greybox to a filled level

Swap greybox blocks for generated crates, barrels, and debris while the layout is still changing, then keep the pieces that work. Designers get to playtest a space that reads like the final game, and art direction can react to real shapes instead of grey boxes. Working from a full level brief? See Water Agent

What you still do

A generated model is a strong starting point, not a shipped asset. Your team still owns the steps that depend on your engine, your platform, and your game's look.

  • Retopology wherever the polygon budget is tight
  • LODs for anything seen from several distances
  • Collision shapes for anything the player touches
  • A material check under your engine's own lighting and post-processing

Straight into your engine

The Unity, Unreal Engine, and Godot plugins put generated models into your project. Review scale and pivots before you build on them, and keep generated pieces in their own folder until they pass review. Importing by hand? Use the import guide.

Fill the level now, and polish the pieces players will notice.