Cellar
A low-poly cutaway haunted cellar: coursed stone walls with a broken top over a flagstone floor, a steep wooden stair down the left wall, and a dark arched passage where two amber eyes watch. A wine rack, oak barrels, a candle and a hanging lantern sit under timber beams.

Left rail: colours and the 4 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
- 5,432
- Vertices
- 16,296
- Meshes · materials
- 36 · 36
- Size (W × H × D)
- 4.0 m × 2.8 m × 3.6 m
- File
- GLB · 413 KB
- Animation
- Static
- Style
- Low-poly
- Collection
- Haunted Mansion
Palette · named materials
- stone#7d828c
- stone#81688d
- base#584861
- earth#a497aa
- shadow#1b1b22
- wood#3d2a1c
- trim#c9ba9c
- candle#e4ddcd
- accent#ec9c13
- web#f2ede2
- foliage#55743e
Use it
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
const gltf = await new GLTFLoader().loadAsync(
"https://assets.stoicsoft.com/1designtool/3d/models/haunted-mansion-cellar/fa44667881/model.glb"
);
scene.add(gltf.scene); // metres, +Y up, front faces +ZHow it was made
The brief given to 1DesignTool's “3D object” template:
Cellar for the Haunted Mansion 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. This is one part of the Haunted Mansion kit (Low-poly style, flat-lowpoly direction): A decaying house that watches back. Use ONLY the kit palette, by name: faded purple #81688d, bone #e4ddcd, moss #55743e, candle amber #ec9c13, faded purple dark #584861, bone dark #c9ba9c, faded purple light #a497aa, bone light #f9f8f5, 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 `decayLevel` (0–1, default 0.5) for the kit's "Decay level" setting wherever it makes sense on this part, and keep that id.
- Agent: Claude Code · Claude Opus 5.5 in 1DesignTool
- Generation: 4.46M tokens (94% cached) · ≈ $4.17 at API prices · 5-hour plan +11%
- Direction: Low-poly · family scenes
- three-check PASS · glb-lint PASS
Named parts · 15
- Cellar
- Flagstone floor
- Back wall
- Left wall
- Arched passage
- Watching eyes
- Stairs
- Post and beams
- Hanging lantern
- Wine rack
- Barrels
- Candle
- Rubble and cracks
- Cobwebs
- Moss
Note: Real-world size about 4.0 m wide x 2.82 m tall x 3.57 m deep at the defaults: a 4.0 x 3.0 m room with 2.6 m walls, beams on top, and the passage's vault stub sticking 0.57 m out behind the back wall. Origin is at the bottom centre of the bounds, front +Z, and the slab and wall bases rest on y = 0. The room is a cutaway: the front (+Z) and right (+X) sides are open, and the exterior faces of the walls are finished stonework. 5432 triangles. 11 kit palette colours, with every material named exactly after its colour; the exporter writes one material copy per mesh, so they appear as 36 same-named materials. Meshes are non-indexed with baked flat normals so the faceted look holds in any engine. Static scene with no animation clip; the amber eyes, flames and lantern glass use an emissive candle-amber material. decayLevel (the kit's Decay level) breaks more stones off the wall tops, adds fallen rubble, split flagstones, cobwebs and moss, empties wine-rack slots, burns the candle down, and above 0.55 removes one stair tread. The GLB is the default build; params are baked at export, not live controls in the file. Part ids use the 'cellar.' prefix because the kit's part-id validator does not allow hyphens in the first segment. glb-lint reports 0 errors and 6 reviewed heuristic warnings: material copies, intentional non-indexed faceting, stones deliberately embedded in their mortar cores, parts that rest on or hang from other part groups (eyes on the tunnel wall, cobwebs on the beams), and height above 1 m, which is the real scale.
About the Cellar 3D model
Cellar is a free low-poly 3D model from the Haunted Mansion set. It measures 4.0 m × 2.8 m × 3.6 m (W × H × D) at real-world scale and is built from 5,432 triangles across 36 meshes, with 15 named parts. Download the 413 KB GLB and drop it into three.js, React Three Fiber, Godot or Blender — free for commercial use, no attribution required.
- Is the Cellar 3D model free for commercial use?
- Yes. It is free under the 1DesignTool 3D library license: use it in personal and commercial work — games, apps, websites, renders, ads and client projects — and modify it as you like, with no credit required. What you can't do is re-sell or re-distribute the file on its own or inside a model pack.
- What file format is it, and how big is it?
- A single binary glTF 2.0 file (.glb), 413 KB: 5,432 triangles, 16,296 vertices and 36 materials, modelled in metres at 4.0 m × 2.8 m × 3.6 m.
- Can I animate Cellar?
- It ships as a static mesh. Its 15 named parts are separate nodes, so you can move or animate each one in your engine.
- Which engines and tools can open it?
- Anything that reads glTF 2.0. three.js, React Three Fiber, Babylon.js, Godot 4 and Blender import the GLB directly; Unity and Unreal Engine load it through their glTF importers. The snippets above show the exact code for three.js, React Three Fiber, Godot and Blender.
- How was the Cellar 3D model made?
- Claude Code (Claude Opus 5.5) generated it inside 1DesignTool's 3D template from a written brief, then the design kit's checks verified the geometry and the GLB before it was published. You can make your own the same way with 1DesignTool.
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Free under the 1DesignTool 3D library license. Model #31 of 794.