Polyfork
Low-poly 3D assets for three.js, Unity, Unreal and Godot. Each asset is a small program with knobs for color, shape and export.

This library provides remixable low-poly 3D assets for web scenes, game engines, AR workflows, and agent-driven development. It is designed for developers who want reusable models that work across tools such as three.js, Unity, Godot, Unreal, Blender, and other glTF-based workflows without treating every asset as an unchangeable mesh.
Each asset is created as code rather than a frozen file. This allows developers to modify machine-readable parameters for properties such as colors, proportions, and part counts before rebuilding and exporting the model in a format suited to the target environment.
Key Features
Remixable 3D Assets
Customize models instead of using every asset exactly as downloaded.
Remixable assets expose typed parameters that can be adjusted in the store or through code. Developers can change properties such as:
- Colors
- Proportions
- Part counts
- Shape options
This makes it possible to create variations while maintaining control over the model's structure and visual consistency.
Cross-Format Export
Export assets for different development and production environments.
Supported formats include:
- GLB
- FBX
- USDZ
This provides compatibility across common game engines, 3D tools, and AR workflows.
Direct three.js Import
Import supported assets directly into three.js through an ES module.
The web import workflow does not require an additional loader step, making it easier to bring models into browser-based 3D scenes.
Themed Asset Kits
Use coordinated collections of models designed around shared visual parameters.
Parts within a kit share the same:
- Palette
- Scale
This makes it easier to combine multiple assets into a consistent scene without manually normalizing every model.
Agent & Developer Access
Use the catalogue from AI-assisted development workflows through:
- MCP
- REST
- Prompt files
Agent-accessible assets can expose machine-readable parameters that AI coding tools can inspect and drive, allowing generated variations to remain constrained by defined options.
Commercial Licensing
Downloads are licensed for commercial applications, including:
- Client projects
- Games
- Products
This allows developers and teams to incorporate the assets into projects intended for commercial use.
Built For Developers & 3D Teams
The library is designed for teams building interactive and visual experiences across different platforms.
It can fit:
- Web developers
- Game developers
- 3D artists and technical artists
- AR developers
- Three.js developers
- Unity developers
- Godot developers
- Unreal developers
- Blender users
- Teams building AI-assisted 3D workflows
Common Use Cases
Web 3D scenes: Import low-poly assets into browser-based experiences and three.js projects.
Game development: Use models in Unity, Godot, Unreal, and other compatible development environments.
Procedural variation: Adjust exposed parameters to create different versions of an asset without rebuilding the model from scratch.
AI-assisted scene building: Give AI coding tools access to assets and their machine-readable parameters through MCP, REST, or prompt files.
AR projects: Export compatible assets in USDZ for workflows that require the format.
Client projects: Use commercially licensed assets in work produced for clients.
Themed environments: Combine assets from kits that share a common palette and scale for more consistent scenes.
Procedural & Structured Assets
The catalogue includes more than static models. Some assets are designed around procedural controls, allowing developers or AI tools to modify defined parameters and rebuild variations.
Kits can also include procedural terrain, while assets with moving components can contain named parts and pivots. This is useful for models where individual elements need to move, such as wheels or doors.
The combination of structured parts, pivots, and machine-readable parameters makes the assets more useful for interactive scenes than models that only exist as fixed meshes.
Agent-Driven 3D Workflows
The code-based approach also makes the catalogue suitable for AI-assisted development.
Rather than giving an AI coding tool an opaque 3D file, remixable assets can expose parameters that the tool can inspect and manipulate. Developers can therefore generate variations while keeping important constraints such as scale, palette, proportions, and supported formats under control.
This creates a bridge between procedural 3D asset creation and agent-driven workflows.
Why It Matters
Traditional 3D asset libraries often provide finished meshes that can be imported but not easily adapted. When a scene requires a different color, proportion, scale, or number of parts, developers may need to modify the model manually or find another asset.
This library takes a code-based approach, making selected assets adjustable through defined parameters before export. Combined with GLB, FBX, and USDZ support, direct three.js importing, themed kits, and agent access, it gives developers more control over how reusable assets fit into different technical stacks.
For teams using AI coding tools, the machine-readable structure is particularly useful because agents can inspect and drive supported parameters rather than treating the model as an opaque file.
Build Flexible 3D Scenes With Remixable Assets
Choose a low-poly asset, adjust its available parameters, and export it for the environment your project already uses. With remixable code-based models, GLB/FBX/USDZ exports, direct three.js imports, themed kits, procedural terrain, structured moving parts, and MCP/REST access, the library provides reusable 3D assets designed for both traditional development and agent-driven workflows.