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Field Hospital Marquee

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World War II kit low-poly 3D kit Part of World War II kit 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 './field-hospital-marquee-8cf79b.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 './field-hospital-marquee-8cf79b.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('./field-hospital-marquee-8cf79b.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 './field-hospital-marquee-8cf79b.mjs';

function FieldHospitalMarquee(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} />
  <FieldHospitalMarquee colorway="desert-tan" />
</Canvas>

Every knob is a prop. colorway="desert-tan" 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 "Field Hospital Marquee" 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/field-hospital-marquee-8cf79b  files:    GET https://polyfork.dev/dl/field-hospital-marquee-8cf79b.glb
            GET https://polyfork.dev/dl/field-hospital-marquee-8cf79b.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 },   // 'flap-l' 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: flap-l, flap-r. 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 'flap-l' open (tween this value for smooth motion):
asset.getObjectByName('flap-l').rotation.y = Math.PI / 4;

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

Field Hospital MarqueePro

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or $99/year · what is included

Founders Clubbest deal $100once

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

SWSRS+20

35 of 100 seats left

8x4m canvas ridge marquee on guy-roped poles with a rolled-back entrance flap, a red cross panel on the long side and soft sagging canvas ridges, the roof taking the kit wind while the pegged hem stays still. Part of the World War II kit.

  • 1,408 triangles · 1 material
  • 7.98 × 3.2 × 8 m, real-world scale
  • GLB (175 KB) + drop-in ES module
  • The viewer here is preview quality: the download is the full-detail file
  • Animated parts: flap-l, flap-r (pivots at the hinge or axle)
  • Detachable: cross-panel (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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