80 tris · 1 material · 0.9×0.06×0.75 m · GLB 10 KB
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/path-stone-a-aead48.mjs';
scene.add(createAsset());
<!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/path-stone-a-aead48.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/path-stone-a-aead48.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.
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 "Path Stone A" 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/path-stone-a-aead48.mjs
(import { createAsset } - returns a THREE.Group, real-world scale)
GLB: https://polyshire.com/cdn/path-stone-a-aead48.glb
Full metadata (size, palette, rigged parts): https://polyshire.com/api/assets/path-stone-a-aead48
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.
Hotlink or download it. The snippet below just works.
All 45 matching parts, this one included