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Arc Floor Lamp

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Open in the scene editor place it with other assets · no account needed to try

430 tris · 1 material · 0.48×1.7×0.48 m · GLB 47 KB · animates: shade · preview quality: purchase unlocks the full-detail files

Open Plan low-poly 3D kit Part of Open Plan 21 matching parts, one palette and scale

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 './arc-floor-lamp-fa0b5f.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 './arc-floor-lamp-fa0b5f.mjs';

const scene = new THREE.Scene();
scene.background = new THREE.Color(0xf3ecdc);
// Far plane at 5000: terrain blocks are 64 to 256m across and a 100m
// frustum slices them.
const camera = new THREE.PerspectiveCamera(45, innerWidth / innerHeight, 0.1, 5000);
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('./arc-floor-lamp-fa0b5f.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.

R3F takes any Object3D through <primitive>, and these modules return a ready THREE.Group synchronously. No useGLTF, no loader, no <Suspense>.

import { useMemo } from 'react';
import { Canvas } from '@react-three/fiber';
import { createAsset } from './arc-floor-lamp-fa0b5f.mjs';

function ArcFloorLamp(props) {
  const obj = useMemo(() => createAsset(props), [JSON.stringify(props)]);
  return <primitive object={obj} />;
}

<Canvas camera={{ position: [3, 2, 4] }}>
  <hemisphereLight args={[0xffffff, 0x998877, 1.2]} />
  <directionalLight position={[4, 7, 5]} intensity={2} />
  <ArcFloorLamp colorway="antique-pewter" />
</Canvas>

Every knob is a prop. colorway="antique-pewter" above is one of this model's own parameters, so the component rebuilds when it changes, exactly like any other React component. More on using these in R3F.

Self-animating models, and one draw call

A model that animates itself exposes userData.tick(seconds). Drive it from R3F's own loop:

useFrame((state) => obj.userData.tick?.(state.clock.elapsedTime));

To merge a static set into a single draw call, import mergeAssets from https://polyfork.dev/cdn/merge.mjs and pass the merged group to one <primitive>.

  1. Buy the asset, then 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:

Your agent authenticates with an API key: create one under My assets after purchase, and it can fetch everything you own.

I own "Arc Floor Lamp" on polyfork.dev. My API key is in
the POLYFORK_KEY env var. Download it into my project and add it
to my three.js scene:

  metadata: GET https://polyfork.dev/api/assets/arc-floor-lamp-fa0b5f  files:    GET https://polyfork.dev/dl/arc-floor-lamp-fa0b5f.glb
            GET https://polyfork.dev/dl/arc-floor-lamp-fa0b5f.mjs
  (both with header  Authorization: Bearer $POLYFORK_KEY)

Site docs for agents: https://polyfork.dev/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://polyfork.dev/cdn/merge.mjs';

// position your assets first, then:
const { merged, dynamic } = mergeAssets([
  terrain, tree, rock,
  { object: asset, rig },   // 'shade' 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: shade. 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 'shade' open (tween this value for smooth motion):
asset.getObjectByName('shade').rotation.y = Math.PI / 4;

Loading the GLB instead? The same named nodes are there: gltf.scene.getObjectByName('shade').

Arc Floor LampPro

Subscribe and download every asset on Polyfork, this one included, plus every new one: 156 new assets in the last 7 days.

or $99/year · what is included

Founders Clubbest deal $100once

One-time purchase, no renewal. Every kit and every asset, current and future.

R

63 of 100 seats left

Slim brushed-brass floor lamp with a weighted disc base and an arcing stem carrying a linen drum shade out over the sofa at 1.7m; knob for arc, straight-stem and adjustable reading head, and an on/off emissive knob. Part of the Open Plan kit.

  • 430 triangles · 1 material
  • 0.48 × 1.7 × 0.48 m, real-world scale
  • GLB (47 KB) + drop-in ES module
  • Animated parts: shade (pivots at the hinge or axle)
  • Commercial license: games, apps, client work, anything. No attribution required. (No reselling the raw assets, and no building a commercial asset generator from them.)

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