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Grass Ground Tile

free
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386 tris · 1 material · 2×0.1×2 m · GLB 42 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/grass-ground-tile-131ec0.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/grass-ground-tile-131ec0.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/grass-ground-tile-131ec0.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 "Grass Ground Tile" 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/grass-ground-tile-131ec0.mjs
             (import { createAsset } - returns a THREE.Group, real-world scale)
  GLB:       https://polyshire.com/cdn/grass-ground-tile-131ec0.glb

Full metadata (size, palette, rigged parts): https://polyshire.com/api/assets/grass-ground-tile-131ec0
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.

Grass Ground TileFree

Hotlink or download it. The snippet below just works.

All 45 matching parts, this one included

  • 386 triangles · 1 material
  • 2 × 0.1 × 2 m, real-world scale
  • GLB (42 KB) + drop-in ES module
  • Commercial license: games, apps, client work, anything. No attribution required. (No reselling the raw assets.)

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