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Treasure mound tiles

A seamless 4 x 4 m cavern floor tile heaped with a faceted gold coin mound — scattered hex coins, ruby gems, cave-blue crystals, a stuck sword, a half-buried goblet and broken planks. Flat edges at y = 0 tile in every direction.

Treasure mound tiles 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
6,378
Vertices
18,361
Meshes · materials
10 · 10
Size (W × H × D)
4.0 m × 86 cm × 4.0 m
File
GLB · 445 KB
Animation
Static

Palette · named materials

  • obsidian#17161d
  • gold#d0a225
  • gold dark#8f7019
  • gold light#debd63
  • ruby red#c32222
  • cave blue#2e67b8
  • dark wood#3d2a1c
  • mid grey#7d828c

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-treasure-mound-tiles/816e799811/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:

Treasure mound tiles 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. Make it a ground piece on an exact 4 × 4 m footprint with flat edges at y = 0 that tile seamlessly with its neighbours in every direction; origin at the tile centre. 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 · 8

  • Treasure tile
  • Rock base
  • Coin mound
  • Scattered coins
  • Gems
  • Half-buried goblet
  • Stuck sword
  • Broken planks

Note: Exact 4.0 x 4.0 m footprint, origin at tile centre, underside and outer 0.42 m rim dead flat at y = 0 so copies butt seamlessly in every direction. Height 0.856 m at the sword pommel; mound crest ~0.55 m. Deterministic per seed; moundHeight scales the pile, coinCount/spill control the coin scatter, dragonColourAndSize grows the hoard and swaps ruby gems for cave-blue crystals. Static — no animation clips. All materials are named by kit palette colour for kit-wide recolouring.

Free under the 1DesignTool 3D library license. Model #31 of 297.