Skip to content
LowPolyCrate

Documentation

Everything you need to use LowPolyCrate assets in a game or a web project.

File formats

Every asset ships as a single GLB (binary glTF 2.0) file: geometry, materials and node names in one file, no external textures to lose. GLB opens in Blender, Godot, Unity (via glTFast or UnityGLTF), Unreal (built-in glTF importer) and loads directly in Three.js and Babylon.js.

The first collection uses flat material colours instead of textures, which keeps downloads tiny (most assets are under 20 KB) and makes recolouring trivial in any engine.

Scale & conventions

  • 1 unit = 1 metre. Doors are 1.0 × 1.9 m; a cottage is about 5.6 m wide.
  • Y is up and models face +Z (glTF standard).
  • The pivot is at the centre of the footprint, on the ground — drop an asset at y = 0 and it sits on the floor.
  • Modular pieces (walls, fences) are exactly 2.0 m wide. Place the next module at +2.0 m on X; an empty node called socket_next marks the spot.
  • Materials use shared names (wall, roof, wood, stone…) across the whole catalogue, so one material override restyles every asset.

Importing into your engine

Three.js / React Three Fiber

import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";

const gltf = await new GLTFLoader().loadAsync("/models/medieval-cottage-01.glb");
scene.add(gltf.scene);

// Recolour every roof in the scene:
gltf.scene.traverse((o) => {
  if (o.isMesh && o.material.name === "roof") o.material.color.set("#3d4f66");
});

Godot 4

Drop the .glb into your project folder. Godot imports it as a scene; instance it or open it as an inherited scene to add collision shapes.

Unity

Install glTFast from the Package Manager, then drag the .glb into your Assets folder. Scale is already 1 unit = 1 m, so no scale factor is needed.

Unreal Engine 5

Enable the glTF Importer plugin and import the .glb. Unreal uses centimetres; the importer converts automatically.

Blender

File → Import → glTF 2.0. Material and node names are preserved.

Customization & export limits

Assets marked Customizable can be adjusted in the browser before export. Only options the asset declares are offered:

  • Colours of named material slots (for example roof or walls). Other surfaces stay as authored.
  • Components such as door styles, swapped for pre-built variants that share the same attachment point.
  • Dimensions within a fixed range: modular pieces repeat whole modules; some props scale uniformly. Arbitrary stretching is deliberately not offered because it breaks proportions and pivots.

Exported GLBs contain geometry and materials only: no animations, collision meshes, LODs or engine-specific shaders.

Licensing

Paid and free assets use the LowPolyCrate Standard License: use them in unlimited commercial and personal games, apps and client projects, and modify them freely. You may not resell or redistribute the files themselves as assets. Every purchase records the exact license version you bought under.

FAQ

Can I use the assets in a commercial game?

Yes. Commercial use is included in the standard license.

Do I get updates?

Yes. When an asset is improved, your downloads give you the latest version of what you bought.

Will the pieces from different packs fit together?

Yes. Every pack follows the same scale, grid and pivot conventions described above.

Can I fetch assets from code or an AI agent?

Yes. Make an API key on your account page and see API & MCP.

What if a file doesn’t import correctly?

Contact support with the asset name and your engine version.