Gray Wolf
Adult gray wolf (Canis lupus) at real scale, standing alert with its head up, ears forward and left forepaw slightly raised. One continuous SDF-sculpted body plus a finer head mesh, a procedural agouti coat baked into PBR maps, amber eyes, a leather nose and alpha hair cards on the ruff, cheeks, back and tail. All geometry and textures are generated in code.

Left rail: colours and the 3 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
- 94,521
- Vertices
- 92,574
- Meshes · materials
- 17 · 5
- Size (W × H × D)
- 33 cm × 1.1 m × 1.8 m
- File
- GLB · 7.6 MB
- Animation
- Static
- Style
- Realistic
- Collection
- Animals
Palette · named materials
- coat-grey#716c65
- saddle-dark#47433e
- guard-hair-black#1c1a18
- tan#8b6a47
- cream#c8b99b
- cream-white#dcd4c3
- nose-leather#141212
- eye-amber#cc8f29
- claw#2b2622
Use it
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
const gltf = await new GLTFLoader().loadAsync(
"https://assets.stoicsoft.com/1designtool/3d/models/gray-wolf/86f3f0dfb8/model.glb"
);
scene.add(gltf.scene); // metres, +Y up, front faces +ZHow it was made
The brief given to 1DesignTool's “3D object” template:
A realistic adult gray wolf (Canis lupus) standing alert, head up and ears forward, one forepaw slightly raised. Anatomy: about 0.8 m at the shoulder, 1.6 m nose to rump, long legs, deep narrow chest, long muzzle with a black nose, amber eyes, upright pointed ears, a bushy tail hanging low. Coat: thick agouti grey fur mixed with tan, cream and black guard hairs, a darker saddle on the back, a pale cream muzzle, throat and belly, a heavier ruff around the neck; fur clumps visible on the ruff and tail silhouette. Hard requirement: the exported GLB must contain more than 20,000 triangles — measure it before delivering; a lighter model is rejected.
- Agent: Cursor Agent · Auto in 1DesignTool
- Direction: Realistic · family characters
- three-check PASS: 22 checks, 0 failed, 60 captures (1280x800 and 390x844; seek determinism 0 px; offline; GLB reload preserves all 18 part ids) · glb-lint 0 errors, 5 warnings (non-blocking): direction triangle budget 60k from the soft-clay base (the plan overrides it to 120k); scale heuristic expects 0.2 m from the base direction (the wolf is 1.13 m tall on purpose); ear, eye and nose meshes counted as detached because they are children of the head; fur-card meshes overlap the skin they grow from; 5 rules unverified with no requirements contract
Named parts · 18
- Gray wolf
- Body
- Head
- Nose
- Left eye
- Right eye
- Left ear
- Right ear
- Front left leg (raised)
- Front right leg
- Hind left leg
- Hind right leg
- Tail
- Claws
- Neck ruff fur
- Coat fur
- Tail fur
- Cheek fur
Note: Triangles in dist/model.glb: 94,521. Skin: body and legs 23,737, tail 3,262, head 21,034, nose leather 1,966. Ears 2,304, eyeballs 2,816, claws 1,080. Hair cards 38,322 (about 6,390 cards, 6 triangles each). Detail is concentrated on the head: its mesh uses a 1.9 mm cell with importance weighting around the eyes and nose, against 5.5 mm for the body.Textures (all generated in code): coat base colour 2048x2048 JPEG, tangent-space normal 2048x2048 JPEG, occlusion+roughness 2048x2048 JPEG (shared by the fur and nose materials), iris 512x512 JPEG, hair-strand alpha 1024x1024 PNG. GLB size 8.0 MB (7,997,096 bytes).Scale: 0.80 m at the withers, about 1.61 m nose to buttock, 1.13 m to the ear tips. Faces +Z, +Y up, feet at y = 0, origin on the ground under the torso.Part ids use the prefix 'graywolf' instead of 'gray-wolf': the kit's part-id grammar (^[a-z][a-z0-9]*(\.[a-z0-9_]+)*$) rejects hyphens, so 'gray-wolf.body' would fail plan-check and three-check.Fur is hair cards plus a baked normal and colour map, not strand-level hair. Up close, cards show as flat alpha-tested clumps, and the coat between them is a painted surface without real depth or translucency.The head is a single sculpted surface with no open mouth, teeth, tongue or eyelashes. Lips are a sculpted groove with dark leather colour. Wolves' fine facial markings are approximated by colour zones.The muzzle still reads slightly slim and fox-like in pure profile. The neck ruff is a little heavier and paler than in most gray wolves.Eyes are a clearcoated sphere with a painted iris and corneal bulge, not a separate refractive cornea. Light shining through the ears, and the eyes' sub-surface glow, are not simulated.Static pose with no skeleton, skin weights or animation clips. The parameters rebuild the mesh rather than deform it, so expect about 10 s per change (the sculpt runs in Web Workers).The design-kit gate (gate.mjs --type 3d) passes the plan, lint, scene and GLB checks but FAILS its craft rows. Family 'characters' requires a craft performance document: a toy-rig pack with timed pose events, fps and duration. A static sculpted wolf has none of these, so the plan carries an honest static note instead of a fabricated performance.Lighting is not baked into the base colour. The occlusion map holds only cavity and contact occlusion, so the model can be relit in any engine.
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