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Fish-Headed Marsh Deacon

free remixable HD
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Grimlight Denizens kit low-poly 3D kit Part of Grimlight Denizens kit 54 matching parts, one palette and scale
Part hierarchy (toggle visibility)

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 'https://polyfork.dev/cdn/undersea-priest-base.mjs';
scene.add(createAsset());

Downloaded it instead? Import './undersea-priest-base.mjs' and add the importmap below. The zip ships a working index.html with both already in place.

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 'https://polyfork.dev/cdn/undersea-priest-base.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/undersea-priest-base.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 './undersea-priest-base.mjs';

function FishHeadedMarshDeacon(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} />
  <FishHeadedMarshDeacon height={2.05} />
</Canvas>

Every knob is a prop. height={2.05} 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.

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. 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:

Add the "Fish-Headed Marsh Deacon" 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/undersea-priest-base.mjs
             (import { createAsset } - returns a THREE.Group, real-world scale)
  GLB:       https://polyfork.dev/cdn/undersea-priest-base.glb

Full metadata (size, palette, rigged parts): https://polyfork.dev/api/assets/undersea-priest-base
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 },   // 'Head' 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: Head, Neck, Spine1, Spine2, LeftArm, RightArm, LeftForeArm, RightForeArm, LeftHand, RightHand, LeftUpLeg, RightUpLeg, LeftLeg, RightLeg, LeftFoot, RightFoot. 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 'Head' open (tween this value for smooth motion):
asset.getObjectByName('Head').rotation.y = Math.PI / 4;

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

Share it

A live, orbitable copy of this model on your own page: no build step, no three.js on your side, one iframe.

<iframe src="https://polyfork.dev/embed/undersea-priest-base"
        width="480" height="360" loading="lazy"
        style="border:0;border-radius:12px"
        title="Fish-Headed Marsh Deacon, low-poly 3D model"></iframe>

<p><a href="https://polyfork.dev/asset/undersea-priest-base">Fish-Headed Marsh Deacon</a>
   by <a href="https://polyfork.dev">Polyfork</a></p>

Open the frame

Used the file rather than the frame? Under our licence attribution is not required and never will be. To share or re-upload the file itself, take it under CC BY 4.0 and keep this line with it:

<a href="https://polyfork.dev/asset/undersea-priest-base">Fish-Headed Marsh Deacon</a> by <a href="https://polyfork.dev">Polyfork</a>, <a href="https://creativecommons.org/licenses/by/4.0/">CC BY 4.0</a>

Fish-Headed Marsh DeaconFree

Hotlink or download it. The copy-paste snippet just works.

Bloated chapel deacon of the brackish marsh, 1.9m tall, a heavy body in a damp green-black vestment, a wide flat fish-like head with a drooping lower lip, a stole woven of reeds, small shells stitched to the hem.

  • 4,934 triangles · 1 material
  • 2.05 × 1.83 × 0.57 m, real-world scale
  • GLB (1.4 MB) + drop-in ES module
  • 22-bone Mixamo-named skeleton, rigidly bound, 3 clips included
  • Commercial use: games, apps, client work, anything, no attribution required. The mesh files are also CC BY 4.0: share or resell them with a credit. (No reselling the .mjs source, and no building a commercial asset generator from it.)
Other engines: FBX USDZ USD OBJ + .mtl

Materials, not vertex colours: the palette comes across as named materials you can retint, and they carry this model's own knob names.

Free, no account needed, commercial use included. The source code, the .mjs program behind the sliders, comes with a free account, zipped with the GLB and a ready index.html.

Need a different version of this? Request a variant.

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One of 3,330 free 3D models for three.js, every one hotlinkable from the CDN with no account.

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