568 tris · 1 material · 2×2.2×2 m · GLB 63 KB · animates: door · detachable: step
Part of Nature & Forest Kit
57 matching parts, one palette and scale
The fastest path in three.js: one import, zero loaders. The module returns a ready THREE.Group with named parts.
import { createAsset } from 'https://polyfork.dev/cdn/forest-outhouse-e968d1.mjs';
scene.add(createAsset());
Downloaded it instead? Import
'./forest-outhouse-e968d1.mjs' and add the importmap below. The zip
ships a working index.html with both already in place.
<!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 'https://polyfork.dev/cdn/forest-outhouse-e968d1.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('https://polyfork.dev/cdn/forest-outhouse-e968d1.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 './forest-outhouse-e968d1.mjs';
function ForestOuthouse(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} />
<ForestOuthouse colorway="sun-bleached" />
</Canvas>
Every knob is a prop. colorway="sun-bleached" 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.
Open this model in StackBlitz A running R3F project with this model in it, no install.
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>.
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:
Add the "Forest Outhouse" low-poly model from polyfork.dev
to my three.js scene. It is free and hotlinkable, nothing to download:
ES module: https://polyfork.dev/cdn/forest-outhouse-e968d1.mjs
(import { createAsset } - returns a THREE.Group, real-world scale)
GLB: https://polyfork.dev/cdn/forest-outhouse-e968d1.glb
Full metadata (size, palette, rigged parts): https://polyfork.dev/api/assets/forest-outhouse-e968d1
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 }, // 'door' 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: door. 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 'door' open (tween this value for smooth motion):
asset.getObjectByName('door').rotation.y = Math.PI / 4;
Loading the GLB instead? The same named nodes are there: gltf.scene.getObjectByName('door').
Hotlink or download it. The copy-paste snippet just works.
Small camp outhouse on an exact 2m by 2m footprint (one module) with flat side walls at the footprint edges, 2.2m tall vertical plank box with a mono-pitch plank roof, a crescent-cut vent in the door and a stone step at the threshold. Part of the Nature & Forest Kit.
Materials, not vertex colours: the palette comes across as named materials you can retint, and they carry this model's own knob names.
The zip holds the ES module, the GLB and a ready
index.html: serve the folder and it renders.
Free: create a free account to download. Hotlinking from the CDN needs no account.
One of 259 free 3D models for three.js, every one hotlinkable from the CDN with no account.