Polyshire BrowseKits

Cherry Pair

free
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118 tris · 1 material · 0.07×0.08×0.04 m · GLB 14 KB

Part hierarchy (toggle visibility)

Use it

The fastest path in three.js: one import, zero loaders. The module returns a ready THREE.Group with named parts.

import { createAsset } from 'https://polyshire.com/cdn/cherry-pair-71cfe9.mjs';
scene.add(createAsset());
Full working example (a complete copy-paste HTML page)
<!doctype html>
<script type="importmap">
{ "imports": { "three": "https://unpkg.com/[email protected]/build/three.module.js",
               "three/addons/": "https://unpkg.com/[email protected]/examples/jsm/" } }
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { createAsset } from 'https://polyshire.com/cdn/cherry-pair-71cfe9.mjs';

const scene = new THREE.Scene();
scene.background = new THREE.Color(0xf3ecdc);
const camera = new THREE.PerspectiveCamera(45, innerWidth / innerHeight, 0.1, 100);
camera.position.set(3, 2, 4);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(innerWidth, innerHeight);
document.body.style.margin = 0;
document.body.appendChild(renderer.domElement);
scene.add(new THREE.HemisphereLight(0xffffff, 0x998877, 1.2));
const sun = new THREE.DirectionalLight(0xfff2e0, 2);
sun.position.set(4, 7, 5);
scene.add(sun);

scene.add(createAsset());
new OrbitControls(camera, renderer.domElement);
renderer.setAnimationLoop(() => renderer.render(scene, camera));
</script>

The standard route: load the GLB with GLTFLoader. The same file works in any glTF pipeline (Babylon.js, <model-viewer>, custom engines).

import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';

new GLTFLoader().load('https://polyshire.com/cdn/cherry-pair-71cfe9.glb', (gltf) => {
  scene.add(gltf.scene); // real-world scale in meters, origin on the ground
});

Flat-shaded vertex colors on a single material: no textures to wire up, one draw call.

  1. Download the .glb from this page.
  2. Unity: drag the file into Assets (glTFast or UnityGLTF import it). Godot: drop it into the project, it imports natively. Blender: File → Import → glTF 2.0.
  3. Place it as-is: real-world scale in meters, origin at ground level.
  4. Materials arrive as vertex colors on one material: no texture files, nothing to relink.

Using Claude Code, Cursor or another coding agent? This site is built for them: agent-readable docs at /llms.txt and a JSON API at /api. Paste this prompt:

Add the "Cherry Pair" low-poly model from polyshire.com
to my three.js scene. It is free and hotlinkable, nothing to download:

  ES module: https://polyshire.com/cdn/cherry-pair-71cfe9.mjs
             (import { createAsset } - returns a THREE.Group, real-world scale)
  GLB:       https://polyshire.com/cdn/cherry-pair-71cfe9.glb

Full metadata (size, palette, rigged parts): https://polyshire.com/api/assets/cherry-pair-71cfe9
Site docs for agents: https://polyshire.com/llms.txt

Every asset in this catalog shares one identical vertex-colored material, with no textures at all. That means whole scenes collapse into a single draw call: the same result Synty-style packs get from a texture atlas, without the atlas.

import { mergeAssets } from 'https://polyshire.com/cdn/merge.mjs';

// position your assets first, then:
const { merged, dynamic } = mergeAssets([
  terrain, tree, rock,
  asset,
]);
scene.add(merged);                  // ONE draw call, static
dynamic.forEach(d => scene.add(d)); // rigged parts, still movable

Placing many copies of one model? Use THREE.InstancedMesh instead: one draw call and even less memory. The landing page's forest demo ends with exactly this merge.

Cherry PairFree

Hotlink or download it. The snippet below just works.

  • 118 triangles · 1 material
  • 0.07 × 0.08 × 0.04 m, real-world scale
  • GLB (14 KB) + drop-in ES module
  • Commercial license: games, apps, client work, anything. No attribution required. (No reselling the raw assets.)

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