Polyfork BrowseKitsCharactersPricingBlog
←

Rock Armour Revetment

remixable
drag to orbit · scroll to zoom
Coast and Boardwalk low-poly 3D kit Part of Coast and Boardwalk 37 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 './rock-armour-revetment-aea1ca.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 './rock-armour-revetment-aea1ca.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('./rock-armour-revetment-aea1ca.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 './rock-armour-revetment-aea1ca.mjs';

function RockArmourRevetment(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} />
  <RockArmourRevetment colorway="whinstone" />
</Canvas>

Every knob is a prop. colorway="whinstone" 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 "Rock Armour Revetment" 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/rock-armour-revetment-aea1ca  files:    GET https://polyfork.dev/dl/rock-armour-revetment-aea1ca.glb
            GET https://polyfork.dev/dl/rock-armour-revetment-aea1ca.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.

Rock Armour RevetmentPro

Subscribe and download every asset on Polyfork, this one included, plus every new one: 256 new assets in the last 7 days.

or $149/year · what is included

Lifetime was $125$100once

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

KCTJRPSW+55

62 of 200 seats left

A 4 m bay of placed rock armour at the wall toe, a built structure rather than terrain: two courses of angular grey granite blocks 0.8 to 1.2 m across, battered 1:1.5 to a crest at 1.2 m over a 2 m deep footprint. Part of the Coast and Boardwalk kit.

  • 1,931 triangles · 1 material
  • 4 × 1.19 × 1.93 m, real-world scale
  • GLB (205 KB) + drop-in ES module
  • The viewer here is preview quality: the download is the full-detail file
  • Commercial license: games, apps, client work, anything. No attribution required. (No reselling the raw assets, and no building a commercial asset generator from them.)

Need a different version of this? Request a variant.

Related assets

Pier Head Platform low-poly 3D model
Pier Head Platform
1,868 tris
Sea Kayak low-poly 3D model
Sea Kayak
2,159 tris
Seafront Lamp Post low-poly 3D model
Seafront Lamp Post
758 tris
Boat Shed low-poly 3D model
Boat Shed
1,408 tris
Seafront Wayfinding Post low-poly 3D model
Seafront Wayfinding Post
658 tris
Slipway Ramp low-poly 3D model
Slipway Ramp
1,340 tris
Polyfork

Sign in

One account for your purchases and downloads.

Continue with Google
or

No password needed: the link signs you in directly.