Polyfork BrowseKitsCharactersPricingBlog

Clean-Room Technician

remixable
drag to orbit · scroll to zoom
Research Lab low-poly 3D kit Part of Research Lab 44 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 './clean-room-technician-da290a.mjs';
scene.add(createAsset());
Print your logo on it (1 declared area — the same thing the sticker button up in the viewer does)
import * as asset from './clean-room-technician-da290a.mjs';
import { decalsFromSvg } from 'https://polyfork.dev/cdn/decal.mjs';

const model = asset.createAsset();
scene.add(model);

// any SVG with flat colours (up to three, plus transparency); text as paths
const svg = await (await fetch('/your-logo.svg')).text();
await decalsFromSvg(model, asset.decals, svg);

Areas on this asset: chest-badge (0.063622974963181m×0.053019145802651m) — pass a filtered asset.decals to print on some only. The bake runs in a worker; on a GLB mount read the areas from https://polyfork.dev/cdn/clean-room-technician-da290a-params.json and pass them in place of asset.decals. Full reference: llms.txt § Your own logo.

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 './clean-room-technician-da290a.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('./clean-room-technician-da290a.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 './clean-room-technician-da290a.mjs';

function CleanRoomTechnician(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} />
  <CleanRoomTechnician shift={1} />
</Canvas>

Every knob is a prop. shift={1} 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 "Clean-Room Technician" 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/clean-room-technician-da290a  files:    GET https://polyfork.dev/dl/clean-room-technician-da290a.glb
            GET https://polyfork.dev/dl/clean-room-technician-da290a.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.

Clean-Room TechnicianPro

Subscribe and download every asset on Polyfork, this one included, plus every new one: 193 new assets in the last 7 days.

or $149/year · what is included

Lifetime $125once

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

KCTJRPISW+55

99 of 100 seats at this price

The clean room's technician in a full clean-room suit. Real-world scale at 1.72 x 1.86 x 0.36 m, 3,495 triangles on one material. Part of the Research Lab kit.

  • 3,495 triangles · 1 material
  • 1.72 × 1.86 × 0.36 m, real-world scale
  • GLB (648 KB) + drop-in ES module
  • The viewer here is preview quality: the download is the full-detail file
  • 31-bone Mixamo-named skeleton, rigidly bound (no clips included: any free Mixamo animation retargets onto it)
  • Commercial license: games, apps, client work, anything. No attribution required. (No reselling the raw assets, and no building a commercial asset generator from them.)

Related assets

Free Cleanroom Partition low-poly 3D model
Cleanroom Partition
126 tris
Free Pass-Box Hatch low-poly 3D model
Pass-Box Hatch
542 tris
Mobile Bench Cart low-poly 3D model
Mobile Bench Cart
2,182 tris
Free Lab Floor Tile low-poly 3D model
Lab Floor Tile
118 tris
Free Walk-in Fume Hood low-poly 3D model
Walk-in Fume Hood
580 tris
Cleaner Wrasse low-poly 3D model
Cleaner Wrasse
954 tris
Polyfork

Sign in

One account for your purchases and downloads.

Continue with Google
or

No password needed: the link signs you in directly.