Cavern walls
A modular flat-lowpoly cavern wall segment for the Dragon's Hoard Cavern kit — a faceted rock face with a bursting crystal seam, dragon claw gouges, a timber shore, and a gold spill at the base. Identical end faces so segments tile seamlessly.

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
- 1,248
- Vertices
- 3,003
- Meshes · materials
- 57 · 57
- Size (W × H × D)
- 4.0 m × 5.4 m × 3.1 m
- File
- GLB · 167 KB
- Animation
- Static
- Style
- Low-poly
- Collection
- Dragon's Hoard Cavern
Palette · named materials
- rockBody#1b1b22
- rockDeep#17161d
- slab#7d828c
- crystalBlue#2e67b8
- crystalRed#c32222
- gouge#821717
- gold#d0a225
- goldDark#8f7019
- goldLight#debd63
- timber#3d2a1c
Use it
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
const gltf = await new GLTFLoader().loadAsync(
"https://assets.stoicsoft.com/1designtool/3d/models/dragons-hoard-cavern-cavern-walls/7517c776b1/model.glb"
);
scene.add(gltf.scene); // metres, +Y up, front faces +ZHow it was made
The brief given to 1DesignTool's “3D object” template:
Cavern walls for the Dragon's Hoard Cavern 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. It is a modular piece that snaps on a 1 m grid: give it a length in whole metres and put the origin at its snapping end, stated in meta.notes. This is one part of the Dragon's Hoard Cavern kit (Low-poly style, flat-lowpoly direction): A vast cave piled with treasure. Use ONLY the kit palette, by name: gold #d0a225, ruby red #c32222, obsidian #17161d, cave blue #2e67b8, gold dark #8f7019, ruby red dark #821717, gold light #debd63, ruby red light #db5757, 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 `dragonColourAndSize` (0–1, default 0.5) for the kit's "Dragon colour and size" setting wherever it makes sense on this part, and keep that id.
- Agent: Devin · SWE-2 Max in 1DesignTool
- Direction: Low-poly · family scenes
- three-check PASS · glb-lint PASS
Named parts · 8
- Cavern walls
- Rock body
- Facet slabs
- Ridge teeth
- Crystal seam
- Gold hoard
- Claw gouges
- Timber shore
Note: Wall segment is 4.0 m long (default; 'length' knob re-tiles it 3–6 m in whole metres on the 1 m grid) × ~5.37 m tall including ridge teeth (rock ridge 4.6 m) × ~1.9 m of rock depth, ~2.9 m overall with the gold spill. Origin sits at the bottom centre of the x=0 end face — the snapping end — and both end faces share one cross-section so copies butt cleanly. The wall rests exactly on y=0; the decorated face points +Z. 'Dragon colour and size' shifts the crystal mix from cave blue (0) to ruby red (1) and scales the dragon-sign dressing (crystals, gouge depth, hoard); 'treasure' grows the coin count and mound size; 'seed' re-deals the decor layout deterministically. Materials are named by kit palette colour so the kit recolours the GLB as one; the exporter writes one material instance per mesh (same name/params) — a viewer-side dedupe detail, not a defect. GLB: ~1248 triangles, no textures, no clips.
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Free under the 1DesignTool 3D library license. Model #33 of 297.