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Skulls

A low-poly bleached longhorn steer skull propped against a small sandstone rock, with dark eye sockets, a long tapering face and wide horns sweeping out to dark tips. A few pebbles and a sage tuft sit at its foot.

Skulls 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
928
Vertices
2,784
Meshes · materials
12 · 12
Size (W × H × D)
1.3 m × 52 cm × 1.0 m
File
GLB · 77 KB
Animation
Static
Collection
Desert Canyon

Palette · named materials

  • bone — cranium, face, eye-socket rims#e4ddcd
  • warm white — molar rows#f2ede2
  • soot black — eye sockets and nasal opening#1b1b22
  • sandstone orange light — horn sheaths (and the rock/pebbles when rockColour < 0.33)#eea668
  • dark wood — horn tips#3d2a1c
  • sandstone orange — rock (rockColour 0.33–0.67) and pebbles#ed7e1d
  • sandstone orange dark — pebbles (and the rock when rockColour ≥ 0.67)#af590e
  • sage — tuft blades#89a178
  • sage dark — tuft blades#637854
  • sage light — tuft blades#b1bca9

Use it

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

const gltf = await new GLTFLoader().loadAsync(
  "https://assets.stoicsoft.com/1designtool/3d/models/desert-canyon-skulls/1cd3f8b20d/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:

Skulls for the Desert Canyon 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 Desert Canyon kit (Low-poly style, flat-lowpoly direction): Red rock, heat and hidden water. Use ONLY the kit palette, by name: sandstone orange #ed7e1d, sage #89a178, sky blue #2e67b8, bone #e4ddcd, sandstone orange dark #af590e, sage dark #637854, sandstone orange light #eea668, sage light #b1bca9, 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 `rockColour` (0–1, default 0.5) for the kit's "Rock colour" 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 products
  • three-check PASS · glb-lint PASS
Make your own with 1DesignTool →

Named parts · 7

  • Skulls
  • Cranium and brow
  • Face and muzzle
  • Eye sockets and nasal opening
  • Horns
  • Sandstone rock
  • Pebbles and sage tuft

Note: Size: a 0.5 m steer skull with a 1.3 m horn span, propped at 48° against a 0.68 × 0.48 m sandstone rock. The whole asset covers 1.30 × 0.52 × 1.01 m (W × H × D) and stands 0.52 m tall at the horn tips. The skull's face looks toward +Z, the origin is the bottom centre of the footprint, and the model rests on y = 0. The GLB has 928 triangles in 12 meshes (merged per part and colour) and no animation clip. Normals are baked flat (non-indexed), so the facets survive in any engine. Every material is named exactly after its kit palette colour. 10 of the 12 kit colours are used; sky blue and mid grey are not. The exporter writes one material per mesh, so the same colour name can appear on more than one material: recolour by name. The sockets and nasal opening are thin soot-black plates set a few millimetres proud of the face, not holes. Params are baked into the GLB at their defaults and only change geometry when the scene is rebuilt in the viewer. rockColour (the kit's 'Rock colour') picks the rock tone from sandstone orange light, sandstone orange or sandstone orange dark, and the pebbles alternate between that tone and the next one along. It never creates a new hue. hornSpan, hornLift and skullLength reshape the skull and horns, and the rock follows the skull's size. glb-lint: 0 errors. Its 5 heuristic warnings are expected: per-mesh duplicate materials, unindexed flat-shaded geometry, deliberate overlaps inside the scrub and face parts, and 'detached' flags on the cranium and sockets. Those flags appear because each part is a single merged mesh with no siblings; in the model, the cranium is joined to the face and rests on the rock. plan-check passes except for its part-id regex, which rejects the hyphens in the slug-based ids this library requires; the same plan with the slug de-hyphenated passes. three-check accepts those ids, and all 7 survive the GLB reload. Fix rounds: (1) the skull was leaned further back, the rock made lower and wider, and stray horn-base blocks removed; (2) the rock was moved 2 cm forward so the cranium visibly bears on it.

About the Skulls 3D model

Skulls is a free low-poly 3D model from the Desert Canyon set. It measures 1.3 m × 52 cm × 1.0 m (W × H × D) at real-world scale and is built from 928 triangles across 12 meshes, with 7 named parts. Download the 77 KB GLB and drop it into three.js, React Three Fiber, Godot or Blender — free for commercial use, no attribution required.

Is the Skulls 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), 77 KB: 928 triangles, 2,784 vertices and 12 materials, modelled in metres at 1.3 m × 52 cm × 1.0 m.
Can I animate Skulls?
It ships as a static mesh. Its 7 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 Skulls 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 #2 of 933.