Create.
Develop creatures as 3D game assets, exploring variations in anatomy, proportions, and appearance.
IN DEVELOPMENT
Generate 3D creatures for games and film. Explore how genetics and development might produce traits found in nature and imagined in new creatures.
Starting with the eye.
Open the eye generator
THE IDEA
Oddsprig brings together game asset creation and a scientific question: what would have to change for an imagined creature to develop and function?
Develop creatures as 3D game assets, exploring variations in anatomy, proportions, and appearance.
Connect imagined traits with real organisms, gene expression, and developmental biology. Explore what kinds of genetic changes might be relevant.
Consider how a proposed trait would develop, work with the rest of the body, and meet its energy and environmental needs.
GENERATION FIRST
Oddsprig is a generator for an expanding collection of creatures and parts. Start with structures found in nature, vary their anatomy and materials, and explore forms beyond those starting points. Save every result with the recipe that produced it.
The Real Genetics reference connects generation choices with genes, expression, development, and sources. It distinguishes demonstrated findings from untested interpretations.
The first working part is an eye. Complete creatures, surrounding tissue, and animation remain in development.
Explore eye generationPART 01 / DEVELOPMENT BUILD
Generate a form, refine its surface, and export the asset with its recipe.
Procedural form, reproducible detail. Every control changes the generated asset. Research examples illustrate mechanisms; they do not predict an organism’s appearance.
Generate from a description to see its interpretation and biological sources.
Separate eye surfaces, seeded iris detail, pupil geometry, a curved cornea, and a compound-eye exterior. GLB exports contain geometry, materials, embedded textures, physical scale, and the recipe. Texture packs include editable PNG maps.
2K / 4K / 8K refers to iris color-map size. Normal maps reach 4K, roughness 2K, and sclera color 4K. More pixels do not by themselves establish cinematic quality. Transparent materials can look different across renderers.
Detailed eyelids, skin, scales, fur, motion, internal optics, and additional eye architectures are still to be built. This is the first part of a creature-generation system.
PROMPT TO 3D
The current Eye Generator is available in its own tab.
GENERATED ASSET
Lock a component to keep it when refining the current asset.
EVIDENCE BEHIND GENERATION
Eye genes, expression, development, and the limits of current mappings.
A research record for the generator. Each entry names the species, evidence, and what we can use it for. Most genes remain context for future rules; the current pigment examples are qualitative illustrations.
Loading research records…
Human eye color involves multiple genes and tissue structure. Pupil shape, color, and visual capability are separate traits. Evidence from one species cannot be treated as a working rule in another.
Download concise eye notes (.txt) · Download research data (.json)
FROM THE ARCHIVE / SEPTEMBER 2026
One early creature, preserved as a small piece of Oddsprig history.
An actual dragon export from the desktop prototype. Early geometry, big wings, and the beginning of something. This development snapshot is not a preview of the finished product.
