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Stone bridge

A modular flat-lowpoly stone arch bridge segment for the Dragon's Hoard Cavern kit — a low segmental-arch span with dressed voussoirs, a gold-bossed keystone, parapets, and cavern dressing of crystals and spilled coins. Identical end faces so segments tile end-to-end on the 1 m grid.

Stone bridge 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
1,508
Vertices
3,028
Meshes · materials
15 · 15
Size (W × H × D)
6.0 m × 1.6 m × 2.6 m
File
GLB · 121 KB
Animation
Static

Palette · named materials

  • stone#7d828c
  • dressed#f2ede2
  • shadow#1b1b22
  • gold#d0a225
  • goldLight#debd63
  • crystalRed#c32222
  • crystalBlue#2e67b8

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-stone-bridge/4c9931fa07/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:

Stone bridge 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
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Named parts · 10

  • Stone bridge
  • Masonry span
  • Pier base course
  • Arch ring stones
  • Keystone and boss
  • Front parapet
  • Back parapet
  • Deck stones
  • Cavern crystals
  • Spilled coins

Note: Segment is 6.0 m long (default; the 'length' knob re-proportions it 4–8 m in whole metres on the 1 m grid) × ~1.6 m tall to the parapet caps × ~2.2 m wide. The origin sits at the bottom centre of the x=0 end face — the snapping end — and the x=L end face shares the same profile so copies butt cleanly into an arcade; all dressing keeps clear of both seam planes. The bridge rests exactly on y=0 and its front elevation faces +Z. 'Dragon colour and size' shifts the crystal mix from cave blue (0) to ruby red (1) and scales the dragon-sign dressing (crystal size, keystone boss, coin spill); 'treasure' grows the coin and ingot count; 'seed' re-deals the slab/coin/crystal layout deterministically; 'width' adjusts deck width. 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. Named views are tuned for landscape capture, so the wide span crops at the ends in narrow portrait viewports — orbit/zoom to taste. GLB: 1508 triangles, no textures, no clips.

Free under the 1DesignTool 3D library license. Model #30 of 297.