Hill and path tiles
A 4 × 4 m low-poly graveyard ground tile: a faceted hill with a gravel path and dark flagstones curving around its flank, slate boulders, dead-grass tufts and translucent fog banks pooled in the hollows. Every edge is flat at y = 0, so it butts seamlessly against neighbouring 4 m tiles; the path connects at the midpoints of the front and back edges.

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
- 1,900
- Vertices
- 5,700
- Meshes · materials
- 6 · 6
- Size (W × H × D)
- 4.0 m × 1.2 m × 4.0 m
- File
- GLB · 139 KB
- Animation
- Static
- Style
- Low-poly
- Collection
- Graveyard
Palette · named materials
- earth#1f457a
- trim#7b8593
- accent#323943
- base#525e6f
- foliage#eecd2b
- fog#6190d1
Use it
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
const gltf = await new GLTFLoader().loadAsync(
"https://assets.stoicsoft.com/1designtool/3d/models/graveyard-hill-and-path-tiles/5ba6981c9b/model.glb"
);
scene.add(gltf.scene); // metres, +Y up, front faces +ZHow it was made
The brief given to 1DesignTool's “3D object” template:
Hill and path tiles for the Graveyard 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 Graveyard kit (Low-poly style, flat-lowpoly direction): Crooked stones under a big moon. Use ONLY the kit palette, by name: slate #525e6f, moonlight blue #2e67b8, dead-grass yellow #eecd2b, green glow #3a883a, slate dark #323943, moonlight blue dark #1f457a, slate light #7b8593, moonlight blue light #6190d1, 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 `fog` (0–1, default 0.5) for the kit's "Fog" setting wherever it makes sense on this part, and keep that id.
- Agent: Claude Code · Claude Fable 5.1 in 1DesignTool
- Generation: 7.00M tokens (94% cached) · ≈ $12.69 at API prices · 5-hour plan +13%, weekly plan +3%
- Direction: Low-poly · family scenes
- three-check PASS · glb-lint PASS
Named parts · 7
- Hill and path tile
- Hill ground
- Gravel path
- Flagstones
- Boulders
- Dead-grass tufts
- Fog banks
Note: Size: exact 4 × 4 m footprint (x and z from −2 to +2), origin at the tile centre, resting on y = 0; the hill crests at 1.0 m and the tallest point (a grass tuft beside the crest boulder) reaches 1.22 m. All four edges are flat at y = 0 along their whole length, so any neighbouring 4 m tile butts seamlessly. Path connectors: the gravel path enters at the midpoint of the +Z (front) edge and leaves at the midpoint of the −Z edge, 0.9 m wide at both connectors, with its bed 35 mm above the turf — chain tiles that share that convention. Materials are named exactly after the Graveyard palette colours (six of the twelve are used); each is flat-shaded, metalness 0, roughness 0.95–1.0, and every mesh is non-indexed with face normals so the facets survive in Blender, Godot and Unity. The fog banks (node hilltile.fog) are translucent meshes (alphaMode BLEND, opacity 0.45 at the default fog = 0.5); the fog param changes their count (0 at fog = 0, seven at fog = 1), size and opacity — delete that node if your engine wants an opaque tile. Part ids use the root 'hilltile' rather than the hyphenated slug because the kit's part-id validator rejects hyphens. The viewer renders with tone-mapping exposure 0.72 (a recorded direction override so the moonlit palette does not blow out); that is viewer-only and not in the GLB. glb-lint: 0 errors and 2 heuristic warnings (non-indexed geometry is intentional for flat shading; nested bounding-box overlaps are the features sitting inside the tile's box); its verdict reads UNVERIFIED only because no requirements contract was supplied. Static piece — no animation clip.
More like this
All of Graveyard →Free under the 1DesignTool 3D library license. Model #10 of 485.







