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Cave

A low-poly deep-sea cave from the Deep Sea Abyss kit. It is a faceted basalt outcrop with a dark arched mouth, stalactites hanging inside, glowing cyan pods lighting the throat, and a sediment apron spilling out onto the seabed.

Cave 3D model

Left rail: colours and the 5 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
1,757
Vertices
5,271
Meshes · materials
8 · 8
Size (W × H × D)
7.3 m × 4.5 m × 8.3 m
File
GLB · 132 KB
Animation
Static
Collection
Deep Sea Abyss

Palette · named materials

  • rock shell, summit crags, stalactites#3a3c40
  • cave throat#090a0b
  • fallen boulders#151619
  • marine snow cap, cave floor, apron#7d828c
  • glow pods (default)#20c6df
  • anemones#d02597

Use it

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

const gltf = await new GLTFLoader().loadAsync(
  "https://assets.stoicsoft.com/1designtool/3d/models/deep-sea-abyss-cave/26abf33403/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:

Cave for the Deep Sea Abyss 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 Deep Sea Abyss kit (Low-poly style, flat-lowpoly direction): Black water and living lights. Use ONLY the kit palette, by name: abyss black #151619, glow cyan #20c6df, magenta #d02597, vent orange #ed7e1d, abyss black dark #090a0b, glow cyan dark #168a9c, abyss black light #3a3c40, glow cyan light #67d4e4, 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: 8.37M tokens (97% cached) · ≈ $4.43 at API prices · 5-hour plan +6%, weekly plan +1%
  • Direction: Low-poly · family scenes
  • three-check PASS · glb-lint PASS
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Named parts · 12

  • Cave (assembly root)
  • Stone assembly
  • Rock outcrop shell
  • Cave throat (tunnel walls and back wall)
  • Summit crags and brow rocks
  • Fallen boulders
  • Stalactites
  • Sediment assembly
  • Marine snow cap, cave floor and apron
  • Living lights assembly
  • Glow pods
  • Anemones

Note: Real scale: 7.26 m wide × 4.48 m tall × 8.27 m deep, including the sediment apron and the fallen boulders. The rock outcrop alone is about 6.2 m wide. The mouth is 2.6 m wide and about 2.5 m tall, and the throat runs 2.4 m deep to a closed back wall, so it is big enough for a diver or a small submersible. The origin is at the bottom centre, the model rests on y = 0 and the mouth faces +Z. The throat has a floor, a back wall and a base cap, so the mass is closed from every angle. The model has 1757 triangles, 8 meshes and 8 materials. Each material is named exactly after its Deep Sea Abyss palette colour. abyss black light appears three times (shell, crags, stalactites) because the exporter writes one material per mesh. Normals are baked flat. No textures, no animation. glow cyan and magenta also carry their own colour as emissive. glowColour (default 0.5) snaps the glow pods to a palette swatch: magenta, glow cyan dark, glow cyan, glow cyan light or vent orange across the range. At the low end the pods share the magenta name with the anemones. mouthWidth, caveDepth, outcropHeight and podCount rebuild the cave in the viewer, and all four corners of the param range rebuild cleanly on y = 0, but the GLB holds the default values only. Viewer-only staging, not in the GLB: exposure 0.85, the shadow catcher and the light rig. glb-lint: 0 errors. Its overall verdict prints UNVERIFIED only because the requirements contract is not passed to the standalone lint. Four heuristic warnings were reviewed and accepted: the repeated abyss black light material; unindexed geometry (flat normals on purpose); bounding-box overlap from crags, boulders and the throat bedded into the shell on purpose; and the expected-1 m scale heuristic against a true 4.5 m outcrop. Assembly groups use plain ids (cave, cave.stone, cave.sediment, cave.life) because the kit's plan grammar has no hyphens. Every mesh carries a deep-sea-abyss-cave.* id.

Free under the 1DesignTool 3D library license. Model #27 of 369.