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Bone arches

A low-poly row of giant pointed rib arches from a long-dead alien creature, rising out of dark teal turf mounds and joined by a spiked spine that trails into a tail. Glowing teal and magenta bands and hanging pods light the passage underneath.

Bone arches 3D model

Left rail: colours and the 4 knobs the agent wrote into this model — they rebuild the geometry and go into your download. Right rail: looks for the viewer. Drag to orbit, scroll to zoom.

Triangles
2,294
Vertices
8,214
Meshes · materials
10 · 10
Size (W × H × D)
5.6 m × 5.1 m × 6.3 m
File
GLB · 175 KB
Animation
Static
Collection
Alien Jungle

Palette · named materials

  • base#f2ede2
  • trim#7d828c
  • earth#1a4d4d
  • foliage#3a883a
  • accent#2d8686
  • glow#d02597
  • accentLight#46b9b9
  • glowLight#de63b5

Use it

import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";

const gltf = await new GLTFLoader().loadAsync(
  "https://assets.stoicsoft.com/1designtool/3d/models/alien-jungle-bone-arches/1a4f26196f/model.glb"
);
scene.add(gltf.scene); // metres, +Y up, front faces +Z

How it was made

The brief given to 1DesignTool's “3D object” template:

Bone arches for the Alien Jungle kit. Design it as one clear asset at believable real-world scale for that setting (state the size in metres in meta.notes), with its main parts modelled and named, readable at thumbnail size and from every orbit angle. This is one part of the Alien Jungle kit (Low-poly style, flat-lowpoly direction): A glowing forest on another world. Use ONLY the kit palette, by name: teal #2d8686, magenta #d02597, bioluminescent green #3a883a, deep purple #432055, teal dark #1a4d4d, magenta dark #8f1968, teal light #46b9b9, magenta light #de63b5, soot black #1b1b22, warm white #f2ede2, mid grey #7d828c, dark wood #3d2a1c. Every material's `name` must be exactly the palette colour it uses — the GLB carries these names so the kit recolours as one; an unnamed material fails delivery. Kit knob: expose a param `glowColour` (0–1, default 0.5) for the kit's "Glow colour" setting wherever it makes sense on this part, and keep that id.
  • Agent: Claude Code · Claude Opus 5.5 in 1DesignTool
  • Generation: 3.58M tokens (96% cached) · ≈ $2.33 at API prices · 5-hour plan +11%
  • Direction: Low-poly · family products
  • three-check PASS · glb-lint PASS — 0 errors, 4 heuristic warnings (verdict UNVERIFIED only because no requirements contract was supplied)
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Named parts · 9

  • Bone arches
  • Rib arches
  • Apex vertebrae
  • Dorsal spikes
  • Spine and tail
  • Turf mounds
  • Glow bands
  • Pod stalks
  • Glow pods

Note: Static environment prop. At default params it is 5.08 m tall (the front arch apex is 4.2 m, plus its dorsal spike), 5.59 m wide and 6.32 m deep, so a person walks upright under the arches. Origin is at bottom centre, it rests exactly on y=0 and the front, the open end of the arch tunnel, faces +Z. Each mesh carries the library id (alien-jungle-bone-arches.*) inside a wrapper group named bonearches.*, because the kit's plan checker allows no hyphen in the first part-id segment. Every material is named exactly its Alien Jungle palette colour. The glow bands and pods get a low emissive in their own palette colour, so they glow in engines that read glTF emissive. glowColour (0-1) swaps materials and does not blend colours: each arch switches its band and pod from teal to magenta once the knob passes that arch's threshold. 0 is all teal, 1 is all magenta, and 0.5 gives a mix, so the colours always stay exact palette values. archCount (2-5) sets how many arches stand in the row, each one smaller toward the tail. archHeight scales the front arch and the bone thickness with it. span sets the distance between the rib feet. Facets are baked into the geometry (non-indexed, flat normals), so the low-poly look survives in any importer. The exporter clones materials per mesh, so the GLB has 10 material entries using these 8 palette names. glb-lint flags four heuristics, all expected: duplicate materials (from that cloning), non-indexed geometry (the flat facets), 'detached parts' (each mesh sits alone in its alias group, while in the model the rib tips are buried in the vertebrae and the stalks in the vertebrae and pods) and scale (the asset is meant to be about 5 m, not 1 m). The viewer's ground disc and light rig are staging only and are not in the GLB, which has no animation clips. Exported model: 2294 triangles.

Free under the 1DesignTool 3D library license. Model #6 of 537.