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Ice cave

A low-poly ice cave for an Arctic scene: a tall dark arch with a pale ice rim and hanging icicles, cut into a stepped glacier-ice mound banded from deep blue at the foot to white firn under a snow cap. A snow floor spills out of the mouth between snow drifts, ice buttresses, calved ice blocks and a few slate stones.

Ice cave 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
1,554
Vertices
4,662
Meshes · materials
18 · 18
Size (W × H × D)
12 m × 6.0 m × 13 m
File
GLB · 125 KB
Animation
Static
Collection
Arctic Tundra

Palette · named materials

  • ice blue dark — compressed ice at the foot, inner jambs#1f457a
  • ice blue — middle ice band, buttresses, calved blocks#2e67b8
  • ice blue light — upper ice band, arch rim, icicles, calved blocks#6190d1
  • white — firn top, snow ledges, side drifts, calved blocks#f4f1ec
  • white light — snow cap, eaves snow, snow floor, icicles#f9f8f6
  • soot black — the dark cave throat#1b1b22
  • slate — stones at the foot#525e6f

Use it

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

const gltf = await new GLTFLoader().loadAsync(
  "https://assets.stoicsoft.com/1designtool/3d/models/arctic-tundra-ice-cave/85e05f8d6b/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:

Ice cave for the Arctic Tundra 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 Arctic Tundra kit (Low-poly style, flat-lowpoly direction): Ice, wind and long light. Use ONLY the kit palette, by name: ice blue #2e67b8, white #f4f1ec, slate #525e6f, aurora green #3a883a, ice blue dark #1f457a, white dark #d7cebc, ice blue light #6190d1, white light #f9f8f6, 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 `snowDepth` (0–1, default 0.5) for the kit's "Snow depth" setting wherever it makes sense on this part, and keep that id.
  • Agent: Claude Code · Claude Opus 5.5 in 1DesignTool
  • Direction: Low-poly · family scenes
  • three-check PASS · glb-lint PASS
Make your own with 1DesignTool →

Named parts · 8

  • Ice cave
  • Ice face
  • Ice mound
  • Cave throat
  • Snow cap
  • Icicles
  • Snow floor and drifts
  • Calved ice blocks

Note: Size: at the defaults the cave is about 11.5 m wide (X), 13.3 m deep (Z) including the snow floor and the blocks around the mound, and 6.0 m tall. The mouth is 3.6 m wide and 3 m high, so a person walks in upright. The mouth faces +Z, and the origin is the bottom centre of the footprint on y = 0. The throat is a soot-black plug set about 1.5 m inside the arch, so the cave reads as deep without a modelled interior. You cannot walk into it in a game. The GLB has 1,554 triangles in 18 meshes, merged per part and colour, with flat normals and no animation clip. Every material is named exactly after its kit palette colour, and 7 of the 12 kit colours are used. The exporter writes one material per mesh, so the same colour name appears on several materials: recolour by name. Params are baked into the GLB at their defaults and only change the geometry when the scene is rebuilt in the viewer. snowDepth (the kit's 'Snow depth') thickens the snow cap and the eaves snow, widens the cap's lip, raises the snow ledges, side drifts and snow floor, and lengthens the icicles. caveHeight sets the mound height, and the face scales with it. mouthWidth and mouthHeight size the arch, and the height is capped so ice always remains above the vault. Faceting and scatter come from seeded tables, not Math.random. The pale snow disc in the preview is viewer staging only and is not in the GLB. The viewer exposure is 0.8 so the white snow keeps its facets, and this does not affect the GLB. glb-lint: 0 errors and 5 heuristic warnings. Material count and duplicate materials come from the per-mesh materials. Unindexed comes from the flat-shaded, non-indexed geometry. Sibling overlap is the bands, buttresses and snow deliberately embedded in the ice. The scale note expects about 1 m, and this is a 6 m cave. plan-check passes except for its part-id regex, which rejects the hyphens in the slug-based ids this library requires. It was verified PASS on a de-hyphenated copy. three-check accepts those ids, and all 8 survive the GLB reload. Fix round 1: a shallower face with sloped sides, thinner eaves snow, and lower exposure. Fix round 2: low ice buttresses either side of the face, so it grows out of the mound instead of standing in front of it, and foot blocks pulled in so the hero isn't cropped.

About the Ice cave 3D model

Ice cave is a free low-poly 3D model from the Arctic Tundra set. It measures 12 m × 6.0 m × 13 m (W × H × D) at real-world scale and is built from 1,554 triangles across 18 meshes, with 8 named parts. Download the 125 KB GLB and drop it into three.js, React Three Fiber, Godot or Blender — free for commercial use, no attribution required.

Is the Ice cave 3D model free for commercial use?
Yes. It is free under the 1DesignTool 3D library license: use it in personal and commercial work — games, apps, websites, renders, ads and client projects — and modify it as you like, with no credit required. What you can't do is re-sell or re-distribute the file on its own or inside a model pack.
What file format is it, and how big is it?
A single binary glTF 2.0 file (.glb), 125 KB: 1,554 triangles, 4,662 vertices and 18 materials, modelled in metres at 12 m × 6.0 m × 13 m.
Can I animate Ice cave?
It ships as a static mesh. Its 8 named parts are separate nodes, so you can move or animate each one in your engine.
Which engines and tools can open it?
Anything that reads glTF 2.0. three.js, React Three Fiber, Babylon.js, Godot 4 and Blender import the GLB directly; Unity and Unreal Engine load it through their glTF importers. The snippets above show the exact code for three.js, React Three Fiber, Godot and Blender.
How was the Ice cave 3D model made?
Claude Code (Claude Opus 5.5) generated it inside 1DesignTool's 3D template from a written brief, then the design kit's checks verified the geometry and the GLB before it was published. You can make your own the same way with 1DesignTool.

Free under the 1DesignTool 3D library license. Model #51 of 1028.