3D game assets in Cursor and Claude Code
C3D-GUIDE-05 · REV ACursor and Claude Code can call Creations3D over MCP to generate a textured 3D game prop, then download its GLB into your project. Connect the hosted server, give the object a size and triangle budget, and ask your coding agent to save the finished file. This guide shows the steps for requesting a static treasure chest and saving its GLB. It does not require Blender.
How can Cursor or Claude Code generate 3D assets for my game?
Creations3D builds the mesh; your coding agent calls its tools and writes the downloaded file into your project. The six tools cover creating, reading, waiting for, listing and exporting models, plus checking your account. Unlike a picture of a prop, the result is a GLB containing 3D geometry and textures that your scene can load.
Use this workflow for static props such as crates, rocks and furniture. Creations3D does not provide a rigging or animation tool. If you need a character skeleton, animations or USDZ, read the Meshy MCP comparison before choosing a workflow. For a web scene, the separate three.js GLB guide covers loading and measuring the file.
How do I connect my coding agent?
Both clients connect to https://creations3d.com/mcp and use browser sign-in. You need a Creations3D account with enough credits for the build; the plans and trial show the current allowances.
| Client | Where to configure it | Next step |
|---|---|---|
| Cursor | .cursor/mcp.json in your project | Connect the server and complete browser sign-in |
| Claude Code | The terminal command below | Open /mcp and authenticate Creations3D |
For Cursor, add this server entry to your existing configuration, keeping any other servers:
{
"mcpServers": {
"creations3d": {
"url": "https://creations3d.com/mcp"
}
}
}For Claude Code, run:
claude mcp add --transport http --scope user creations3d https://creations3d.com/mcpFollow the full Cursor setup or Claude Code setup if you have not connected before. These configurations follow the Cursor MCP documentation and Claude Code MCP documentation, checked on 4 November 2026. Start by asking the agent to check your Creations3D credits; that account check does not generate a model.
What should I ask for?
Ask for one object with a destination, a largest-side measurement and a file path. For example:
Use Creations3D to make a low-poly wooden treasure chest with a closed lid and brass corners for my game. Set its largest side to 60 cm, set a triangle budget of 20,000 and a texture size of 1024. Save the finished GLB as public/models/treasure-chest.glb. Tell me the final dimensions and triangle count.The corresponding fields inside the create_model arguments are:
{
"prompt": "low-poly wooden treasure chest, closed lid, brass corners",
"use_for": "game",
"target_size": 0.6,
"units": "m",
"max_triangles": 20000,
"texture_size": 1024
}The target size controls the largest side, not a particular axis. GLB distances are in metres, so this request targets 0.6 m. The request accepts triangle budgets from 1,000 to 500,000 and texture sizes of 512, 1024 or 2048. Check the returned triangle count rather than treating the requested budget as a measured result. All fields are in the MCP reference.
How does the file reach my project?
The agent waits for the existing model to finish, then downloads its signed modelUrl to the path you chose using its file or terminal tools. Creations3D returns the file URL; the coding agent performs the local save. Creating another model just to check progress starts another paid build.
Keep the model ID from create_model. Use get_model or wait_for_models to follow it until its status is ready or failed. If the download expires, read the same model again for a fresh URL; signed links last 15 minutes. Keep the downloaded file in your project instead of putting that expiring URL in your game. If your agent cannot write files, download the GLB and import it yourself.
What should I check before using the prop?
Check scale, appearance and performance in your actual scene before shipping the asset. Inspect the returned dimensions, triangle count and file size, then view the model from the angles your players will see. Collision shapes, placement and engine import settings still belong to your game project.
For a lighter copy, ask export_model for GLB with a lower max_triangles value and inspect the result. Exports cost no credits. The formats and units reference explains the other exports; a GLB viewer copy is triangulated even when an original quad FBX is available.
How many credits does this workflow use?
A text request with use_for: game costs 4 credits. Standard text builds cost 8, and a photo build costs 6. These figures come from the same credit table as the product. Failed builds refund their credits automatically; checking progress and exporting do not start a new generation.
Models made through MCP go straight to the 3D build without a preview picture step. If you prefer the website workflow, describe your model on Creations3D. For connection or credit questions, use Creations3D support; our privacy policy explains how prompts and uploaded images are handled.