How are modern simulator pets made?

What are you attempting to achieve?
I want to recreate these pets similar to the ones in Lucky Block Simulator
What is the issue?
I can’t find a single tutorial that shows how to texture them like this or make the faces (that don’t look like MS Paint)
What solutions have you tried so far?
Been looking online, couldn’t find anything, tried learning texture painting the pet in Blender as well, but it looks nothing like the ones I want to copy.

Here are some examples:

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It’d probably be easier making the model in Blender, textures in Photoshop, and then porting them over to Substance 3D Painter as alphas. That’s what I’d do at least.


I have no experience in Substance Painter, nor own it. Also probably too much work for a single pet, no way that the people who make these do all of that for each pet and then make hundreds of them


As what @Mountebank stated, you can create these modern low-poly stylized pets through 3D softwares such as Maya/Blender, create textures through Adobe Photoshop or to give more lighting customization and finish with Adobe Substance 3D Painter to add more details (but, this part is optional).

How would I apply spots to the pets like a dog I can’t really do that from photoshop to a mesh

Spots as in how to make the dog in that style, right? Or you are saying something else more specific?

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First of all, you need the reference to get inspiration. You can easily do this by getting Pet Simulator 99 pets (as the pets are pretty much inspired by the popular game “Pet Simulator 99”) on the Roblox Creator Store (located at “Toolbox” on “Roblox Studio”) and exporting the model as a .obj file.

Let’s go to the 3D software “Blender” (you can get it by downloading from the official site or Steam. Both are free, but Steam constantly updates for you). Once you open the software, you might encounter this screen where it shows what are the new features added, but you can ignore them.

On the top left corner of your screen, select “File”, click on “Import” and select the type of file called “Wavefront” (.obj).

When you import the reference model, it may not appear in the center of the grid with coordinates X, Y, and Z at (0, 0, 0). This happens because the reference model not only exports the textures and mesh but also the position where it was in Roblox Studio. To fix this, go to “Object”, select “Set Origin” and click on “Geometry to Origin”. This will position the reference model in the center of the grid based on the 3D cursor, which is also in the center!

The reference model is now looking at the back of the viewport instead of looking forward. To fix it, you can either set the Rotation of Z to 180 or press the key R, pressing Z (so it won’t rotate for all coordinates, and yes only the one you chose) and with CTRL, move until you see 180.

Now, pressing the Numpad 1, 3, 9, and 7, we can see all of the dimensions from the model, as if I wanted to from Roblox Studio using “View Selector”. With these Numpads, they are going to help us and see how we can do our pet with the inspiration, our reference model.

Pressing on your keyboard SHIFT + A or going to “Add” (in the same area of “Object”), you are going to go at “Mesh” and insert the geometry “Cube”. It is going to be inserted on your viewport in the same spot as the reference model.

Now that the mesh is inserted, we need to make some curves to make the pet look stylized and a bit “chubby”. To do this, you can create a “loop cup” by pressing R in the “Edit Mode” by pressing TAB. Then select the vertices from the cube and resize by pressing S or moving them based on the coordinates by pressing R or G.

If you want something more complex, but with a good result, you can do a loop cut, delete a side from the cube, insert the “Mirror” modifier, and adjust the position of the vertices while looking at the dimensions from each coordinate.

Tada! Now, our mesh is built and looks pretty good! It is time for the part where some people may find it scary and rocket science, “UV mapping”.

OBS: Before anything, duplicate all of your meshes by selecting them and pressing SHIFT + D as Blender has a limited undo system that does not allow you to go from the start, and yes only a specific part of the build.

After applying all of the modifiers, while in Edit Mode, press the number 2 (not from Numpad) and hold down ALT to select all the edges from the middle. Once selected, navigate to the “UV” section and choose “Mark Seam” to make the necessary modifications to your UV. In this way, we are going to define how the UV should look and not make any mess while texturing. If you want further tips, it is recommended to watch tutorials online.

Now, with the same strategy of the video, we can also organize our UV on “UV Editing”, resize, rotate and so much more! Again, it is recommended to watch tutorials beforehand as there are a lot of specifications and processes that you need to learn more about.

With the organized UV, how can we transform the texture in the same style as Pet Simulator 99? Well, if we analyze the original texture of the dog, it uses a bit of gradient-based lighting!


Let’s export the UV by going to “UV”, and clicking on “Export UV Layout” so you can grab the image of the texture and edit it to add colors and gradients… Anything else you want! For these cases, people often use Adobe Photoshop/Illustrator, but I prefer using Figma!

After putting colors, gradients, and anything else, export the colored texture and head over to Blender again. On the right side of the screen, located for the section called “Material” after selecting the mesh that you want to have a new texture.

Click on the “+” button to create a new material (texture). Select “Base Color”, then choose “Image Texture” to insert images as textures.

As you do this process for the rest of your creation, your result will be almost done.

Select the meshes of your model, go to the top left corner once again in the same path of importing the mesh, but, exporting this time as .fbx which is optimized and good for cases such as animation. Remember to also check the option “Selected Objects”, otherwise, it will export everything in the scene.

Head over to Roblox Studio and import the asset by using either the feature “Import 3D” or “Bulk Import”. Both of them work as long as they do not pass the limit of triangles that they require.

Select “MM” (Millimeters) as the Scale Unit and click “Import” to import your mesh to the Roblox baseplate.

If you notice that a part of your asset appears distorted or misshapen, it may be due to the RenderFidelity feature attempting to automatically render the Level of Detail (LoD) of the model. The solution is to switch the RenderFidelity setting from “Automatic” to “Precise,” which should resolve the issue.

Overall, that is how you can make the pets.

I understand that creating this may take a considerable amount of time, but it is a valuable opportunity to practice your modeling skills. The construction process required a bit more effort than usual. However, I recommend learning Blender first if you lack experience. Understanding the principles of interfaces and learning the function of each command is vital.

Here is the model if you want to use it too and customize it in whatever form you want. Feel free to use at anywhere you want:


Wow, great tutorial thank you!!


My guess is that they’ve appropriately assigned the model’s UVs right and made using Blender Texture Painter the character’s default face (eyes, nose, cheeks, etc. and put alpha to 1 [transparent] resulting in editable colors for the pet).

Next ones are just added onto the model part assets that weld to the main body. You can tell by the mouse how there’s visible pixels on the ears.

The rest are similar to the pattern.
if the Bee has moving wings, then just use Joints and Humanoid or AnimationController.

Be careful posting those images here! You might get sued by preston!

  1. Cube
  2. Details
  3. Texture
  4. boom, you got a pet
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