Polyfork BrowseKitsCharactersSteerPricingBlog
←

Video Slot Machine

free remixable HD · show flat
drag to orbit · scroll to zoom
Hotel Casino kit low-poly 3D kit Part of Hotel Casino kit 122 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 './video-slot-machine-bbecb9-hd.mjs';
scene.add(createAsset());
Print your logo on it (1 declared area — the same thing the sticker button up in the viewer does)
import * as asset from './video-slot-machine-bbecb9-hd.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: belly-glass (0.476m×0.206m) — 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/video-slot-machine-bbecb9-hd-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 './video-slot-machine-bbecb9-hd.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('./video-slot-machine-bbecb9-hd.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 './video-slot-machine-bbecb9.mjs';

function VideoSlotMachine(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} />
  <VideoSlotMachine colorway="ruby-lacquer" />
</Canvas>

Every knob is a prop. colorway="ruby-lacquer" 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. The HD .glb downloads from this page with Pro; the low poly one is free.
  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 "Video Slot Machine" 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/video-slot-machine-bbecb9  files:    GET https://polyfork.dev/dl/video-slot-machine-bbecb9-hd.glb
            GET https://polyfork.dev/dl/video-slot-machine-bbecb9-hd.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 },   // 'lever' 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: lever. 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 'lever' open (tween this value for smooth motion):
asset.getObjectByName('lever').rotation.y = Math.PI / 4;

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

Video Slot Machine HDPro

The HD edition comes with Pro: high poly, PBR materials made in code, every slider still works. The low poly model stays free.

or $149/year · what is included

Lifetime $180once

One-time purchase, no renewal. Every HD edition, current and future, and everything in Pro.

+158

97 of 300 seats left

Modern video slot machine on its own base, on the same 1.0m pitch as the reel slot with flat sides so banks mix both: glossy black cabinet trimmed with neon pink and cyan LED edge strips, lit button deck and bill validator; cabinet knob. Part of the Hotel Casino kit.

  • 1,266 triangles · 12 materials
  • 1 × 2.03 × 0.67 m, real-world scale
  • GLB (652 KB) + drop-in ES module, PBR materials generated in code
  • The viewer here is preview quality: the download is the full-detail file
  • Animated parts: lever (pivots at the hinge or axle)
  • 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

Free Classic Reel Slot Machine low-poly 3D model
Classic Reel Slot Machine
844 tris
Free Slot Tourist low-poly 3D model
Slot Tourist
4,643 tris
Free Slot Machine Stool low-poly 3D model
Slot Machine Stool
864 tris
Free Hotel Ice Machine low-poly 3D model
Hotel Ice Machine
474 tris
Free Porte-Cochère Canopy Bay low-poly 3D model
Porte-Cochère Canopy Bay
2,196 tris
Free Jackpot Prize Convertible low-poly 3D model
Jackpot Prize Convertible
3,448 tris

One of 3,291 free 3D models for three.js, every one hotlinkable from the CDN with no account.

Polyfork

Sign in

One account for your purchases and downloads.

Continue with Google
or

No password needed: the link signs you in directly.