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TripoGrowthLab/awesome-astra-prompts: 200+ Curated GPT-6 Astra prompts and 3D examples for games, Blender scenes and interactive worlds. 14 languages, previews and source links. Updated twice daily. Curated by Tripo.

TripoGrowthLab/awesome-astra-prompts: 200+ Curated GPT-6 Astra prompts and 3D examples for games, Blender scenes and interactive worlds. 14 languages, previews and source links. Updated twice daily. Curated by Tripo.

4 hours ago

Awesome Astra Prompts

Awesome</a> GitHub stars</a> License: MIT</a> Sync prompts</a> Contributions welcome</a>

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Awesome Astra Prompts

A starting point for your next game, scene or interactive world.

Explore GPT-6 Astra prompts and 3D examples for Blender, Three.js, Unreal Engine, Unity and the browser.

235 examples · 14 languages · 11 examples with source code

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Interactive 3D particle collider

BuBBliK · 2026-09-09

Interactive 3D particle collider

Suggested starting prompt from the author for building an interactive 3D CERN LHC- and ATLAS-inspired particle collider in one self-contained HTML file. It is presented as a prompt to build something similar, not explicitly as the exact input used for the showcased result.

Prompt

Build a detailed, interactive 3D particle collider inspired by CERN’s LHC and the ATLAS detector using Three.js.

Create three views: a detector with thousands of individually animated parts, an accelerator ring with counter-rotating beams, and a synthetic collision display.

Make the detector unfold in six stages - from large end-cap wheels and magnets down to individual sensor modules. Include scroll-controlled disassembly, 30/60/90-second playback, pause, and reverse assembly.

Add per-system visibility switches, component counts, educational descriptions, and a camera flight around the ring.

Use a premium dark interface, metallic materials, subtle gold accents, and cinematic lighting. Keep parts readable and avoid excessive overlap.

Consult official CERN references. Clearly label simplified geometry and synthetic events.

Deliver one self-contained HTML file that works offline, plus portable source code and a README.

View detail ↗ · Original post · Source code · Back to examples


Interactive 3D atlas of the human head and brain

BuBBliK · 2026-09-10

Interactive 3D atlas of the human head and brain

A reusable recreation prompt recommended by the author for building an interactive anatomical head-and-brain atlas. It requests licensed anatomical meshes, layered exploration, inspection tools, clipping planes, exploded views, and an offline standalone HTML application.

Prompt

Build a complete interactive 3D atlas of the human head and brain. Deliver a working application, not a mockup. Make reasonable decisions independently, implement it, test it, and visually verify the result.

Use Three.js and real, appropriately licensed Z-Anatomy / BodyParts3D meshes. Include the skull, teeth, facial muscles, brain, eyes, cranial nerves, arteries, veins, and available supporting membranes. Preserve their original anatomical relationships. Aim for hundreds of individually selectable structures, report the actual imported count, and retain source attribution.

Create a clean, light interface with a pale grey background, white rounded panels, restrained blue-grey accents, and readable typography. Keep the model large, with a structure panel on the left, camera tools on the right, search at the top, and an explosion slider below. Use English throughout.

Make the anatomy progressively explorable: Head → system → region → individual named structures. For example: Brain → Cerebrum → Left hemisphere → Frontal lobe → individual structures.

Animate assembly and disassembly. Preserve source positions when assembled; arrange exploded groups in clearly separated layouts with readable labels. Indicate normalized scale and paginate large collections.

Include:

  • Free rotation, wheel/pinch zoom, and camera presets.
  • Disassembly slider and Shift + wheel control.
  • Independent visibility switches for groups and individual parts.
  • Group opacity, undo, restore all, and reset.
  • Anatomical search, click-to-inspect, focus, isolation, and parent navigation.
  • Anatomical colours, porcelain, wireframe, and transparent modes.
  • Adjustable sagittal, axial, and coronal clipping planes with reverse direction.
  • Labels, automatic exploration, fullscreen, and PNG export.
  • A guided journey from the complete head into the brain and its networks.
Keep hidden structures hidden across layout and material changes. Explain that clipping planes produce open display cuts, not medical scans. Do not invent anatomy or claim clinical validation.

Deliver a standalone HTML containing the application and processed geometry, working offline without a server. Also provide clean source files, pinned dependencies, a lockfile, portable build scripts, an English README, and required licences and attribution. Exclude credentials, local machine paths, dependencies, and unrelated files.

Test geometry integrity, hierarchy membership, visibility, undo, and layout spacing. Inspect the running application in a browser, exercise the controls, check for console errors, and fix visual overlaps before delivering.

View detail ↗ · Original post · Source code · Back to examples


Chernobyl Atlas

BuBBliK · 2026-09-12

Chernobyl Atlas

A reusable recommendation from the posting author for building an interactive Three.js exhibit of the Chernobyl power block and RBMK reactor. It calls for an explodable 3D power-block model, an animated steam-circuit view, and a 3D reactor cutaway with motion and inspection controls. The author presents it as a prompt to build something similar, not as the confirmed original input for the linked exhibit.

Prompt

Build "Chernobyl Atlas," a premium interactive 3D exhibit using Three.js.

Research the intact Chernobyl power plant and RBMK reactor using public references. Model the buildings, lattice chimney, turbine hall, graphite stack, fuel channels, shielding, separator drums, pumps, and pipes.

Create three tabs: — Power Block: a detailed model that disassembles layer by layer using scroll and a slider. — Steam Circuit: an animated diagram connecting the reactor, turbine, condenser, and pumps. — Reactor in Motion: a 3D cutaway with moving water and steam, spinning machinery, and playback controls.

Add independent system visibility toggles, adjustable part spacing, wireframe, transparency, section cuts, and short labels. Keep every layer easy to inspect and the camera freely rotatable, even at full disassembly.

Deliver the source and a standalone HTML file. Test all controls. Present it as an educational interpretation, not an exact engineering replica.

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Interactive 3D Anatomy Explorer

BuBBliK · 2026-09-13

Interactive 3D Anatomy Explorer

The author shared this as a recommended starting prompt for building a version like their interactive Brain Cat website. It requests a responsive 3D anatomy explorer with transparent reveal, rotation, structure separation, labeled regions, layer controls, animated educational signals, and scientific-source attribution.

Prompt

Build a beautiful, interactive 3D anatomy explorer using publicly available scientific datasets. Start with an external view that gradually becomes transparent as I zoom in, revealing the anatomy underneath.

Let me rotate the model, separate structures, select labeled regions, and toggle layers from a side panel. Add separate tabs for anatomy, connections, and individual cells, with animated signals and adjustable controls.

Use a modern, minimal interface with soft lighting, smooth transitions, subtle colors, and very little text. Include arrows and a short visual tutorial. Make it work on desktop and mobile.

Use real anatomical geometry where available, cite the sources, and clearly distinguish scientific data from illustrative animations. Build a working website.

View detail ↗ · Original post · Source code · Back to examples


Mosswing: Mobile 3D Tap-to-Flap Game

Ayi1337 · 2026-09-10

Mosswing: Mobile 3D Tap-to-Flap Game

Build a polished mobile browser 3D flying game with one-tap controls, scrolling gaps, instant scoring and an original creature and world.

Prompt

Remaster the classic "tap-to-flap" game — the one where you tap to keep a small creature airborne while gliding through an endless series of gaps — as a 3D game playable in a mobile browser. One index.html, opens and plays instantly, no external assets (CDN libraries are allowed; your call).  Keep the core exactly as everyone remembers it: one-tap control, gravity, gaps that scroll toward you, one hit and you're done, score is gaps passed. Everything else is yours to decide: what the creature is, what the obstacles are, the world, the camera, the feel of the flap, how far to take the visuals. Design an original character and style rather than copying the original's art. I won't answer clarifying questions.  I'm judging a complete, elegant, great-feeling piece of work — not a feature list. Small and finished beats big and rough.

View detail ↗ · Original post · Source code · Live demo · Back to examples


Interactive dual-ring energy core

ruofeng · 2026-09-06

Interactive dual-ring energy core

Prompt

Model an energy core, two rings and a metal base in Blender. Export the materials to a Three.js viewer with rotation, zoom, automatic orbit and pulse controls.

View detail ↗ · Original post · Source code · Live demo · Back to examples


Ezekiel’s Temple Vision in 3D

KrixAi · 2026-09-06

Ezekiel’s Temple Vision in 3D

A prompt for recreating Ezekiel’s temple vision and its surrounding landscape as a 3D scene, including courtyards and a life-giving river.

Prompt

What would Ezekiel’s temple vision look like in 3D?

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Nuclear Explosion 3D City Simulation

Ashish Thakur · 2026-09-06

Nuclear Explosion 3D City Simulation

A 3D nuclear explosion demonstration featuring a city, nuclear flash, expanding shockwave, fireball, smoke, and buildings that fracture and collapse as the blast reaches them.

Prompt

Create nuclear explosion demo with a 3D city, nuclear flash, expanding shockwave, fireball, smoke, and buildings that progressively fracture/collapse when the blast reaches them

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Totality Engine: Cinematic Eclipse Cathedral

Chris W · 2026-09-06

Totality Engine: Cinematic Eclipse Cathedral

Totality Engine: Cinematic Eclipse Cathedral

A complete Three.js/WebGL prompt for a 32-second looping film inside a flooded gothic cathedral, with a monumental astronomical clock, directed camera beats, procedural water, glass planets and eclipse lighting. Chris W published an Astra run and a comparison with other models.

Prompt

Create a polished, visually impressive, self-contained single-file HTML/WebGL experience called:

totality-engine.html put it in documents/llm-benchmarks

Do not just describe the idea. Actually generate the complete working HTML file and save it to the current directory.

Build a 32-second looping cinematic short, not a sandbox diorama. The product is the camera performance. Interaction is a bonus after the film has played once.

World: A drowned gothic cathedral at solar-eclipse totality. Black water covers the nave floor. Filling the crossing is a monumental brass astronomical clock, the Totality Engine: nested orrery rings, glass planets, a black-sun core, and a 40-meter dark-marble pendulum with gold fittings. Wet limestone, verdigris, candle flames, and gold dust. Everything is procedural code. No external models, textures, images, fonts as files, or audio.

Directed film (one clock, named beats, seamless loop):

0.0–4.0s DUST Extreme close-up. One dust mote turns in a shaft of red-gold light. Almost no context. Slow push.

4.0–10.0s NAVE Pull back and rise. We are knee-deep in black water in the cathedral crossing. Rib vaults recede into fog. The pendulum enters frame from the left, heavy, slow, and passes close enough to feel its mass. Water rings spread from the camera.

10.0–18.0s ASCENT Ride the pendulum's upswing. Reveal the orrery in the vault: at least four nested brass rings at different inclinations, three glass planets with distinct atmospheres (one cloudy, one ringed, one storm-banded), and the black-sun core. Candle clusters along the triforium. Gold dust falls upward against gravity.

18.0–24.0s THREAD Camera threads the orrery. Pass through the glass of the ringed planet (refraction, not a transparency hack), ride its ring plane for a beat, exit toward the black sun. The pendulum's next swing warps the light around it like a weak gravitational lens.

24.0–30.0s TOTALITY Corona detonates into a ring of white-gold fire that becomes the outermost orrery wheel. One audible-feeling clock tick: every ring snaps into a perfect alignment, then the corona holds. Do not fade to white. Hold the silhouette of the whole machine against the fire-ring.

30.0–32.0s CODA Ease into a slow continuation that matches frame 0, so the loop is invisible. No smash cut.

After the first full play, enable drag-to-orbit, scroll-wheel zoom, and a "Replay film" control. A Pause button always works. Optional: keys 1–5 jump to beat starts.

Scene craft:

  • Strong foreground / midground / background. The pendulum occupies foreground in NAVE. Vaults and fog hold the depth.
  • At least two human-scale references (a drowned pew, a fallen spire, a row of candles) so the machine reads as enormous.
  • Water is a real material: reflections of the orrery, a faint fresnel, slow displacement, the rings from the pendulum and the camera.
  • Glass planets are thick glass, not glowing balls. You should see a distorted cathedral through at least one of them.
  • Brass has weight: dark in shadow, only the rims catching corona light.
  • Candle flames and gold dust are instanced. Dust is pulled upward only during ASCENT and TOTALITY.
  • Rib vaults, flying-buttress silhouettes, and a giant circular rose-window / eclipse aperture in the far wall, aligned with the black sun.
  • Limited palette, locked: wet limestone #8a8680, brass #c4a574, verdigris #2f6f66, eclipse crimson #6b1020, corona #ffe9c2, black water #05070c, gold dust #e6c27a. No cyan, no magenta, no neon, no rainbow, no purple-on-black "AI look".
  • Typography: one small title "TOTALITY ENGINE" and beat name, filmic, not a dashboard.
Technical requirements:
  • Three.js from a stable CDN. All HTML, CSS, and JS in this one file.
  • Drive every animation from a single elapsed-time clock with named beat windows. No independent Math.random loops, no Date.now in shaders, no unseeded noise. Seeded RNG only, seed constant 0xA2E1.
  • Camera film uses smooth interpolation with ease-in-out on the big moves, a heavier ease on the pendulum (it has mass), and a long-tail settle into TOTALITY. Linear orbit as the primary camera is a fail.
  • Custom GLSL (ShaderMaterial or full-screen pass), not stock materials pretending:
1. Water (reflection + fresnel + slow displacement)
  1. Black-sun corona (fire / plasma, not a sprite)
  2. Pendulum lensing (light bends near the bob during THREAD)
  3. Thick glass for at least one planet
  • InstancedMesh for dust, candles, and any repeated stone/brass cells. Do not spawn thousands of free Mesh objects.
  • Post-processing is allowed but cannot replace lighting. If you use bloom, it is a light touch on the corona and candles only. UnrealBloom over the whole scene is a fail.
  • Fog, wet reflections, and the eclipse aperture do the atmosphere. No cheap transparent cones as "god rays" unless they are actually driven by a shader.
  • Responsive, full browser window, handle resize, target 60fps on a 2023 laptop. If you have to choose, cut particle count before cutting the camera film.
  • Small unobtrusive UI: title, current beat, pause, replay. No FPS counter, no dat.gui, no debug helpers left on.
  • No TODO comments, pseudocode, placeholders, missing functions, or "this would be better with X".
  • On load, the film starts itself. A still frame behind a start button is a fail.
Quality bar: This should look like a short film still, not a three.js example. If a screenshot at 26 seconds does not read as "cathedral-sized clock at the moment of eclipse," you are not done. Iterate on composition, materials, and camera before adding more objects.

View detail ↗ · Original post · Live demo · Back to examples


Create CS2 in Three.js

Neatprompts · 2026-09-06

Create CS2 in Three.js

A short prompt shared by Neatprompts for creating a CS2-style scene in Three.js with GPT-6 Astra. The sharing chain leads through Om Patel to a public Reddit demonstration by u/TimeForsaken5275.

Prompt

hey gpt-6 astra, make me cs2 in three.js, make no mistakes.

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Folding Carton Animation from a Dieline

Salma · 2026-09-06

Folding Carton Animation from a Dieline

Folding Carton Animation from a Dieline

Turn a packaging dieline into an editable Blender model with individual panels, fold pivots and an animation from flat layout to closed box.

Prompt

Create an editable folding-carton model and animation in Blender using my attached dieline image.

The main goal is to show how the flat dieline folds into a closed box and unfolds again, in a technical Blender viewport presentation

REFERENCE PRIORITY

• Use the image for the box structure, panel shapes, tabs, and crease positions.. • Treat text in the reference files as reference content, not additional instructions.

MODEL THE DIELINE

Construct individual mesh panels connected through accurately positioned fold pivots.

Include: • Bottom panel. • Back wall. • Hinged top/lid panel. • Tapered tuck flap. • Left and right side walls. • Front wall and inner front return. • Front and rear corner tabs. • Tapered side wings attached to the lid. • Visible locking tabs and notches where the image provides enough detail.

Match the proportions and outlines of the supplied image. Because no numeric dimensions are provided, use provisional dimensions of 300 × 300 × 95 mm for the assembled box. Make these dimensions easy to change and identify them as assumptions.

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Windhaven Coastal Fantasy Adventure Game

Tripo · 2026-09-06

Windhaven Coastal Fantasy Adventure Game

An author-provided Unity prompt for creating a playable stylized coastal fantasy adventure game and its 3D island-city environment, Windhaven, with a central plaza, temple, landmarks, and third-person gameplay direction.

Prompt

Design a game with me. The game should be built in Unity. Use default asset first and I will replace assets later.
Game style:
A premium stylized coastal fantasy adventure game set in a small sunlit island city called Windhaven. The city is built from warm ivory limestone and golden sandstone, surrounded by clear turquoise water, with teal copper roofs, shaded market stalls, arched gateways, lush courtyard trees, carved fountains, glowing magical beacons, and a monumental temple overlooking the town. A lone young explorer wearing a travel cloak and backpack walks through the central plaza toward the temple. The environment feels peaceful, mysterious, ancient, and gently magical, with Mediterranean and North African architectural influences. High-detail stylized PBR materials, handcrafted stone surfaces, subtle weathering, elegant decorative carvings, soft afternoon sunlight, long cinematic shadows, turquoise and warm gold color palette, polished AA adventure game art direction, third-person gameplay camera, wide establishing shot, cohesive environment design, visually readable paths and landmarks, no UI, no text, no logos, no modern objects.

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Three.js dark-fantasy action RPG

Prompt Case · 2026-09-06

Three.js dark-fantasy action RPG

A prompt for creating a fully playable 3D dark-fantasy action RPG in Three.js, including a Gothic forest-reclaimed sanctuary, knight combat, magic, a boss encounter, Traditional Chinese HUD elements, and complete game flows.

Prompt

Using Three.js, create a polished, fully playable 3D dark-fantasy action RPG from scratch.

Use a top-down angled follow camera. The setting is a grand Gothic sanctuary reclaimed by forest, featuring ruined towers, arcades, moss-covered stone bridges, rolling hills, streams, waterfalls, and campfires. Create a richly layered atmosphere through realistic materials, cinematic lighting, light mist, wind-swept vegetation, and flowing water.

The protagonist is a powerful knight wearing intricately crafted steel-and-gold heavy armor, with a flowing cape and a glowing rune sword and shield. The character must be able to move, slash, roll, block, heal, and cast magic featuring massive magic circles, beams of light, and lightning effects. After defeating the guards, the player must face a giant antlered knight boss.

Attack animations, visual effects, and hit directions must all match the character’s facing direction. Include a polished Traditional Chinese HUD, a character equipment display, and complete victory, defeat, and restart flows.

Handle the modeling, asset creation or acquisition, programming, and performance optimization independently. Aim for AAA-level visual polish. Continuously playtest the game, inspect the visuals, and fix issues until delivering a complete playable game, launch instructions, and the source code.

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Rotating Earth Render in Blender

John Kler · 2026-09-06

Rotating Earth Render in Blender

A Blender prompt for creating a gorgeous five-second render of Earth rotating, viewed from space. The author says both models were tested with this same prompt.

Prompt

in Blender, make a gorgeous 5 second render of a rotating earth, viewed from space.

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Mini World 3D exploration game

Weijian Zhang · 2026-09-06

Mini World 3D exploration game

Mini World 3D exploration game

Mini World 3D exploration game

Mini World 3D exploration game

A reusable prompt for creating a child-friendly 3D world exploration game with a spherical world, zooming, forests, deserts, oceans, swimming, exploration, and iterative polish.

Prompt

Let’s create a game called Mini World. It’s a 3D world exploration game with a beautiful, high-quality graphic interface, designed to be fun and easy to play for my four-and-a-half-year-old son. You should be able to zoom in and zoom out. From far away, the world looks like a small ball, but inside it has different regions to explore. One region can look like a forest, another can be a desert, and there can also be oceans where the character can swim around. The game has to feel fun and playable, with a character who can travel around different parts of the world, explore different environments, and discover things along the way. Please treat making this work properly as the main goal. It should be beautifully designed and thoroughly tested in a loop so that the movement, zooming, exploration, swimming, environments, controls, and overall experience all work smoothly together. Keep testing and improving it until everything is working reliably and the game feels polished, intuitive, and enjoyable for a young child.

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Interactive Smartphone Exploded View

Zaira Laraib · 2026-09-06

Interactive Smartphone Exploded View

Build a 3D smartphone visualization with an explode–reassemble slider, selectable components and explanations of each part's function.

Prompt

Build an interactive 3D exploded-view visualization of a modern smartphone. Separate the device into its major components and let me explode/reassemble it with a slider. Clicking a component should isolate it and explain what it does. Include the battery, cameras, SoC, memory, display layers, speakers, sensors, antennas and logic board. Prioritize a beautiful Apple-like interface and satisfying interactions. Build, run, inspect and fix the complete experience.

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LEGO Minifig Game Asset with Blender MCP

Simon Smith · 2026-09-07

LEGO Minifig Game Asset with Blender MCP

Creates a LEGO minifig version of Donald Trump as a high-quality AAA game asset using the Blender MCP.

Prompt

Use the Blender MCP to make a LEGO minifig version of Donald Trump that I can use as a game asset. Make this exceptional quality, AAA game, and pressure test your work to make sure that it's detailed and accurate and excellent.

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Create an Interactive Soft-Body Slime with Three.js and WebGPU

码农暖爸 · 2026-09-07

Create an Interactive Soft-Body Slime with Three.js and WebGPU

The creator showcases a browser-based slime app called Softie and later shares the prompt used to make it. The prompt calls for a draggable, squeezable soft-body slime with adjustable controls.

Prompt

Create a new directory and build a browser-playable slime page. Use Three.js and WebGPU—do not fall back to WebGL.
 Place a round, plump slime in the center. Pink or teal-green is fine; make it semi-transparent, with faint bubbles visible inside. Let the user press and drag it with the mouse. When released, it should wobble back into shape, respond to light gravity, and gently land on an invisible tabletop. Don't make it look like a hard ball; it should feel soft and fleshy.
 Add a cute face: two black bead-like eyes and a small mouth that deform with the surface. The eyes and mouth should not be separate from the body. Add a few simple controls on the right for color, softness, and damping. A "Poke" button should make it bounce.
 Keep the page clean, with a light gray background and a large title. It should run at 60 FPS. First create a target image, then build to match it. Only add more detail after the screenshot looks right.

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Hogwarts 3D scene

Prompt Case · 2026-09-07

Hogwarts 3D scene

A reusable prompt for creating a large-scale, realistic, explorable 3D model of Hogwarts with its environment, landmarks, interiors, props, cinematic presentation, fog, sound design, and switchable visual settings.

Prompt

Use Headless Blender to create a large-scale, highly realistic, fully detailed 3D model of Hogwarts School of Witchcraft and Wizardry from Harry Potter. Include the surrounding natural environment, iconic landmarks, authentic interior locations, and props. Deliver cinematic-quality materials, lighting, rendering, and sound design, with a mysterious atmosphere and dynamic drifting fog. Allow users to freely explore the environment and provide switchable settings for lighting and other visual options.

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Endless Miniature Street in Three.js WebGPU

Dash · 2026-09-07

Endless Miniature Street in Three.js WebGPU

Create an interactive miniature street scene with a courier bicycle, shops, wet-road effects, scattered leaves, a curved world, pixel-art styling, and adjustable Forge parameters.

Prompt

Build me an endless miniature street in three.js WebGPU: a courier bicycle riding past a row of little shops, wet tarmac with puddles that ripple and splash when the tyres hit them, tyre tracks that fade, leaves that scatter, and a gently curved world. Pixel-art look, runs smooth on phones. Add Forge params to fully manipulate the world.

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“The Horizon Where Gravity Broke” — A VRChat Landscape World

Xenoah · 2026-09-07

“The Horizon Where Gravity Broke” — A VRChat Landscape World

“The Horizon Where Gravity Broke” — A VRChat Landscape World

“The Horizon Where Gravity Broke” — A VRChat Landscape World

“The Horizon Where Gravity Broke” — A VRChat Landscape World

A prompt for creating a complete set of 3D models in Blender for a VRChat landscape world with a broken-gravity distant view. Build the hills, semicircular observation deck, observation device, vertical sea, inverted mountain range, black pillars, and spatial fractures as large, low-poly-leaning silhouettes.

Prompt

```text Create a complete set of 3D models in Blender for a VRChat landscape world.

The theme is

“The Horizon Where Gravity Broke”

.

Only the hilltop where the player stands is normal; the distant view should be subject to major physical distortions.

Keep the overall design simple. Prioritize large silhouettes

the strang

... (README truncated for length)

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