Best Ways to Make Custom FiveM Props in 2026 (Prop Creators Compared)
Sooner or later every server needs a prop that doesn’t exist. A restaurant wants its own burger, not the one every other server has. A dealership wants its logo on the wall. Your drug RP needs bags that actually look different from each other. And the moment you go looking for how to make one, you find a wall of Blender tutorials and a dozen tools all calling themselves a “prop creator” while doing completely different jobs.
That naming mess is the first thing to clear up, because it’s where most people waste an evening. “Prop creator” means two different things in FiveM:
- Prop placers put props that already exist into the world — base-game objects or props you already have. You spawn them, move them, and save where they stand.
- Prop makers create a new model the game has never seen, and write the files FiveM needs to stream it: the
.ydrmodel and the.ytypthat registers its name.
If you need a new object, a placer can’t help you, however good it is. If you just need to decorate a scene with existing props, a maker is more than you need. If the file types themselves are new to you, our FiveM prop files explained guide covers what each one does, and how to make custom props in FiveM is the step-by-step version of this post.
Below is an honest look at every real option in 2026, grouped by how they work, with what each does well, where it falls apart, and who it’s for.
Blender + Sollumz + CodeWalker — The Free, Manual Standard
Framework support: Standalone (you’re producing a normal streamed resource) Cost: Free Link: github.com/Sollumz/Sollumz · github.com/dexyfex/CodeWalker
This is the route almost every “how to make custom props FiveM” tutorial teaches, and the reason those tutorials rack up tens of thousands of views. You get a model (make it, or download one from somewhere like Sketchfab), bring it into Blender, use the Sollumz add-on to set it up in GTA’s formats and export a .ydr, build collision, create the .ytyp archetype, then package it all into a streamed resource.
What it does well:
Total control. You can model anything, tune every material, hand-build the collision, set LODs, and shape the polygon count exactly. It’s free, it’s the community standard, and once you’ve learned it, every other GTA asset format (vehicles, clothing, MLOs) opens up through the same tools. Nothing is hidden from you, which is also the best way to genuinely understand how FiveM streams assets.
Where it falls short:
The learning curve is steep and the feedback loop is slow. You’re working in Blender, exporting, packaging, restarting the server and flying to the spot to check — then doing it again. The failures are often silent: a missing .ytyp entry, a name mismatch or a bad collision and the prop just doesn’t appear, with nothing printed to tell you why. We walk through the whole pipeline, including every place it quietly breaks, in making FiveM props the hard way.
Best for: Mappers and developers who want full control over high-quality assets and are willing to invest the hours to learn the toolchain.
SwisserDev GLB Converter — Free, One Command
Framework support: Standalone Cost: Free (web converter needs no account; also an npm package) Link: ai.swisser.dev/convert/glb-to-fivem
If you already have a 3D model as a .glb, SwisserDev’s converter skips the Blender step entirely. According to its listing, you upload the file (or run npx swisser-convert your_model.glb) and get back a .ydr, .ytd, .ytyp, .ybn collision and a ready fxmanifest.lua.
What it does well:
It removes the hardest, most tedious part — the format conversion and the archetype file — for free, with no account. For a developer who is comfortable with a command line and already has good models, it’s hard to argue with the price.
Where it falls short:
You need a .glb to start with. If what you have is a photo, a logo or an idea, this doesn’t help you get from there to a model. It’s also a conversion, not an editor: sizing, placement in the world and making the prop usable as an inventory item are still your job afterwards.
Best for: Developers who already have .glb models and want the fastest free path to a streamable resource.
fivem-tools.com and Easy FiveM — Browser Prop Converters
Framework support: Standalone (you export a resource) Cost: fivem-tools.com — free tier of 1 generation per tool per day, $15/month unlimited · Easy FiveM — check their site Link: fivem-tools.com · easyfivem.com
Both of these turn a 3D model into a FiveM prop inside a browser tab. fivem-tools.com’s listing describes dragging in a .glb, .obj, .fbx or .stl, adjusting it, and exporting a drop-in resource in one click. Easy FiveM works on the same idea: upload a model, preview it, configure it, export.
What it does well:
No installs and no Blender. A browser preview is friendlier than a command line, and accepting several model formats means you’re less likely to hit a file your converter won’t read. fivem-tools.com’s free daily generation is genuinely enough for an occasional prop.
Where it falls short:
Like the converter above, these start from a 3D model, not a picture. You’re also building in a browser, not in your server, so checking how a prop actually looks and sits in the world is still an export-install-restart-check loop. And fivem-tools.com’s free tier is capped per day, with a monthly subscription for regular use.
Best for: Server owners who have 3D models and prefer a visual tool in the browser over installing anything.
Zoovdev — Browser, From an Image
Framework support: Standalone (you export a resource) Cost: Free plan; paid plans at $15/month and $25/month; credit packs available Link: zoov.dev/editor
Zoovdev is the browser tool closest to what most server owners actually want: its listing describes generating a prop from a single image and producing a full resource in minutes. Starting from a picture instead of a model removes the biggest blocker in this whole space.
What it does well:
Image-first is the right idea. Most server owners have photos and logos, not 3D models, and Zoovdev meets them there. There’s a free plan to try it on, and it’s a web tool, so there’s nothing to install on your server.
Where it falls short:
It’s still a browser-and-export workflow, so you can’t see the prop standing in your actual server until you’ve installed it. Regular use is a monthly subscription, and credits add up if you’re building a lot of props.
Best for: Server owners who want to start from images and are comfortable working in a browser on a subscription.
Apex Prop Creator — In-Game, From a 3D Model
Framework support: ESX, QBCore (per its listing) Cost: €18.75 escrowed, €47.50 open source (at the time of writing) Link: apexscripts.xyz
This is the one I want to be clear about, because it’s easy to assume every in-game option is ours. Apex’s Prop Creator runs inside the game. Its listing describes converting any .glb into a real .ydr and .ytyp in the game’s own UI, a full texture layer editor, AI texture generation, a noclip builder for placement, a mesh-detail slider for heavy scanned or AI models, and export either as a map resource or as inventory items.
What it does well:
A lot, for the price. Working in-game means you see the prop at its real size, in real lighting, in the real world — the feedback loop the browser tools can’t give you. The texture editor and AI textures are strong if you like reworking a model’s look, the decimation slider is genuinely useful for the multi-million-triangle models AI generators produce, and at under €20 escrowed it’s one of the cheapest paid tools here.
Where it falls short:
It starts from a .glb. You still need a 3D model — downloaded, bought, or generated somewhere else — before the in-game part begins. If your starting point is a photo of a menu item or a business’s logo, there’s an extra step (and often an extra tool) before Apex can do anything.
Best for: Server owners who already source .glb models and want to convert, retexture and place them in-game cheaply.
LMX Prop Creator — In-Game, From a Photo
Framework support: Standalone; ESX, QBCore and Qbox admin groups supported Cost: $34.99 one-time Link: LMX Prop Creator
Full disclosure: this is our script, so read the rest of the list first and weigh this section knowing that.
The honest pitch is narrower than “in-game” — Apex is in-game too. LMX Prop Creator starts from a photo. You type /propcreator, drop in a picture, and it removes the background offline, reads the outline and tells you what shape it thinks the object is, then builds real 3D geometry and writes the .ydr and .ytyp itself. A side-on photo of a cone, bottle or can comes out round — turned on a lathe — rather than as a flat cut-out.
What it does well:
The photo-first pipeline is the point: menu photos become food, logo PNGs become signs, product shots become items, with no model file in between. Spawn Live puts the real generated model in front of you in seconds without a server restart. You can place props with FiveM’s own gizmo and the pack writes a .ymap so they stand there for everyone. The part I’d single out for RP servers is In the hand: hold and eating poses, a /hold runtime in every pack, and ready-to-paste config written for six inventories — ox_inventory, qb-smallresources, esx_basicneeds, ak47_inventory, jim-consumables and boii-consumables. If you already have a model, it takes .glb, .gltf and .obj too, and an optional Make it 3D button turns a photo into a full image-to-3D model with the back and sides the picture never showed.
Where it falls short:
It’s more expensive than Apex. It doesn’t have Apex’s texture layer editor or decimation slider, so if your workflow is “download a detailed model and repaint it,” Apex fits that better. A prop built from one photo has an assumed back; Make it 3D fixes that but runs on your own fal.ai account at about $0.02 per generation. Shape detection suggests rather than decides unless you host an optional depth model, and installing a finished pack needs a full server restart, like every FiveM prop resource.
Best for: RP servers that start from photos and logos — restaurants, businesses, drug and item systems — and want props that players can actually hold and use, built and placed without leaving the game.
Prop Placers — DIMZDEV Props Creator and Jota Dev Props Creator
Framework support: DIMZDEV — ESX, QBCore · Jota Dev — ESX, QBCore, Qbox Cost: DIMZDEV — free · Jota Dev — check their store Link: store.dimzdev.com · store.jotadev.site
These show up in every “fivem prop creator” search, so they belong on this list — but they’re the other kind of tool. Both are placers: according to their listings, you place, edit and manage props in the world in real time, with persistent saving (DIMZDEV also offers temporary props for events).
What it does well:
For decorating scenes, dressing RP locations, and setting up events, a placer is exactly the right tool, and DIMZDEV’s is free. You don’t need to understand a single file format to use one.
Where it falls short:
They work with props that already exist. They don’t make a new model, so they won’t give you a custom burger or your server’s logo as a sign on their own.
Best for: Placing and saving existing props around your map. Pair one with any prop maker above.
Prop Packs — Buy the Props Ready-Made
Framework support: Standalone (streamed assets) Cost: Varies by pack Link: Various Tebex stores (for example, Big Bang Studios’ Edibles Pack, which advertises 750+ props)
The fastest route of all is not to make a prop. Packs of food, drinks, drugs, tools and decor are sold ready to stream, often with animations included.
What it does well:
Instant, polished results, and a large pack covers a lot of ground for one price. Nothing to learn.
Where it falls short:
You get someone else’s props — the same ones every server running that pack has. The first time you need one specific thing the pack doesn’t include, you’re back to making it yourself.
Best for: Servers that need a lot of common props quickly and don’t need anything unique.
The Verdict: Which One Should You Actually Use
These tools aren’t competing for the same job, so here’s how I’d decide.
You need common props fast: Buy a prop pack.
You’re decorating with props that already exist: Use a placer — DIMZDEV’s is free.
You already have .glb models and want it free: SwisserDev’s converter, or fivem-tools.com’s free daily generation if you’d rather use a browser.
You have .glb models and want to retexture and place them in-game cheaply: Apex Prop Creator.
You start from images and don’t mind a browser subscription: Zoovdev.
You start from photos and logos, and want props players can hold and use: the LMX Prop Creator.
You want total control and will put in the hours: Blender, Sollumz and CodeWalker.
A few things people always ask. Do you need Blender? Only for the manual route — every tool from SwisserDev down skips it, so “no Blender” is not a feature any one tool owns. Does the framework matter? Not for the prop itself; a streamed prop works on any server. It only matters once the prop becomes an inventory item, and if you’re choosing an inventory, our inventory scripts comparison is the place to start. And why does my new prop not spawn? Nine times out of ten it’s the .ytyp, a name mismatch, or no full restart — the prop files explained guide has the checklist.
Whatever you pick, test new props on a staging server first. And if you’re turning props into food and drink for a restaurant, our guide on adding custom food items to FiveM covers the inventory side end to end.