Low-poly characters
Low-poly people and humanoids that walk out of the box, each with a style knob that switches between realistic, stylized, chibi and blocky proportions. The GLB carries a Walk clip, and its extras name which node is which humanoid bone.
How it works
All characters share one skeleton, so a knight, a shopkeeper and an astronaut move the same way and can swap outfits, colours and props through their knobs. The style knob changes proportions, not just textures: chibi heads are big, blocky limbs are boxes, realistic figures keep adult proportions.
Characters are built from rigid parts on named bones (body, spine, head, hips, knees, hands), not a skinned mesh. That keeps them light (a few thousand triangles at most) and makes them easy to pose from code; the GLB extras map those nodes to the standard humanoid bone names, a starting point if you want to drive them with other animation.
Questions
Can I use these characters as NPCs in my game?
Yes. They walk out of the box, scale to real height in metres and can be used commercially without credit.
Do the characters have a skeleton?
They have named joints (hips, knees, spine, head, hands) and a humanoid bone-name map in the GLB extras, but parts are rigid nodes rather than a skinned mesh.
Which art styles are there?
Every character has a style knob: realistic, stylized, chibi and blocky.
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Low-poly creaturesLow-poly vehiclesLow-poly buildingsLow-poly robots and mechsLow-poly propsLow-poly trees, rocks and terrainLow-poly furnitureLow-poly weaponsLow-poly sci-fi assetsLow-poly fantasy and medievalModular level kits
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Guides
How to add a walking 3D creature to a three.js sceneHow to add an animated low-poly model to React Three FiberHow to import an animated low-poly GLB into Godot 4How to use an animated GLB model in UnityHow to give an AI coding agent a 3D asset library over MCPHow do procedural IK walk cycles work?How to use low-poly 3D assets in a web game