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Chopping Block

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

484 tris · 1 material · 0.6×0.85×0.52 m · GLB 53 KB · detachable: axe · preview quality: purchase unlocks the full-detail files

Nature & Forest Kit low-poly 3D kit Part of Nature & Forest Kit 58 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 './chopping-block-073b5e.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 './chopping-block-073b5e.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('./chopping-block-073b5e.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 './chopping-block-073b5e.mjs';

function ChoppingBlock(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} />
  <ChoppingBlock colorway="dark-pine" />
</Canvas>

Every knob is a prop. colorway="dark-pine" 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 "Chopping Block" 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/chopping-block-073b5e  files:    GET https://polyfork.dev/dl/chopping-block-073b5e.glb
            GET https://polyfork.dev/dl/chopping-block-073b5e.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,
  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.

Chopping BlockPro

Subscribe and download every asset on Polyfork, this one included, plus every new one: 169 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

60 of 100 seats left

Log chopping block 0.6m tall and 0.5m across, faceted round log section standing on end with a scarred lighter top face and an axe buried head-first in it, split kindling chips bedded around the base as one aggregate, flat bottom at y=0. Part of the Nature & Forest Kit.

  • 484 triangles · 1 material
  • 0.6 × 0.85 × 0.52 m, real-world scale
  • GLB (53 KB) + drop-in ES module
  • Detachable: axe (surface behind stays closed)
  • 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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