1,144 tris · 1 material · 1.63×1.89×0.58 m · GLB 218 KB · animates: Head, Spine1, LeftArm, RightArm, LeftHand, RightHand, LeftUpLeg, RightUpLeg · detachable: attach-hair, attach-hat, attach-top, attach-belt · preview quality: purchase unlocks the full-detail files
The fastest path in three.js: one import, zero loaders. The module returns a ready THREE.Group with named parts.
import { createAsset } from './tradesman-1707b9.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 './tradesman-1707b9.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('./tradesman-1707b9.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:
Your agent authenticates with an API key: create one under My assets after purchase, and it can fetch everything you own.
I own "Female Villager" on polyshire.com. My API key is in
the THREEJS_ASSETS_KEY env var. Download it into my project and add it
to my three.js scene:
metadata: GET https://polyshire.com/api/assets/tradesman-1707b9 files: GET https://polyshire.com/dl/tradesman-1707b9.glb
GET https://polyshire.com/dl/tradesman-1707b9.mjs
(both with header Authorization: Bearer $THREEJS_ASSETS_KEY)
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,
{ object: asset, rig }, // 'Head' stays animatable
]);
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.
Rigged parts: Head, Spine1, LeftArm, RightArm, LeftHand, RightHand, LeftUpLeg, RightUpLeg. Each is a named group with its pivot at the hinge or axle, so one line animates it.
const asset = createAsset();
scene.add(asset);
// swing 'Head' open (tween this value for smooth motion):
asset.getObjectByName('Head').rotation.y = Math.PI / 4;
Loading the GLB instead? The same named nodes are there: gltf.scene.getObjectByName('Head').
GLB + ES module · commercial license
All 45 matching parts, this one included
Every kit and every asset, current and future