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Scout Jeep

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World War II kit low-poly 3D kit Part of World War II kit 55 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 './scout-jeep-c02efe.mjs';
scene.add(createAsset());
Print your logo on it (2 declared areas — the same thing the sticker button up in the viewer does)
import * as asset from './scout-jeep-c02efe.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: bonnet-star (0.55m×0.2m) body-side (0.6m×0.2m) — 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/scout-jeep-c02efe-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 './scout-jeep-c02efe.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('./scout-jeep-c02efe.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 './scout-jeep-c02efe.mjs';

function ScoutJeep(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} />
  <ScoutJeep 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 "Scout Jeep" 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/scout-jeep-c02efe  files:    GET https://polyfork.dev/dl/scout-jeep-c02efe.glb
            GET https://polyfork.dev/dl/scout-jeep-c02efe.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 },   // 'steer-fl' 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: steer-fl, steer-fr, wheel-fl, wheel-fr, wheel-rl, wheel-rr. 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 'steer-fl' open (tween this value for smooth motion):
asset.getObjectByName('steer-fl').rotation.y = Math.PI / 4;

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

Scout JeepPro

Subscribe and download every asset on Polyfork, this one included, plus every new one: 219 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.

ISWSR+31

24 of 100 seats left

About 3.4m long flat-fendered four-wheel scout car with a slab bonnet, folding windscreen, two bucket seats, a rear stowage well and a spare wheel on the tail, with a windscreen up-down knob. Part of the World War II kit.

  • 1,772 triangles · 2 materials
  • 1.55 × 1.51 × 3.43 m, real-world scale
  • GLB (194 KB) + drop-in ES module
  • The viewer here is preview quality: the download is the full-detail file
  • Animated parts: steer-fl, steer-fr, wheel-fl, wheel-fr, wheel-rl, wheel-rr (pivots at the hinge or axle)
  • Detachable: spare-wheel (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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