Skip to content
Official MCP RegistryListed

Polyfork low-poly 3D assets

Part ofPolyfork low-poly 3D assetsMCP server

Low-poly 3D models and kits for three.js and game engines: search, match, remix, preview.

First seen 2 Oct 2026. Evidence as of 7 Oct 2026.

12
Tools
From an anonymous probe
1
Source listings
Each with its own history
1
Recorded changes
Since first seen

Tools

ToolDescriptionBehaviour
buy_planBuy a Polyfork plan: Pro (monthly or yearly) or a one-payment lifetime seat. This tool NEVER charges anything itself. It returns a Stripe Checkout link and the exact amount; the payment happens on that page (cards and Link), and only with the user's approval of the amount. Call it with no arguments to see what is on sale and at what price. Use it when a download needs a plan the user does not have and they say they want it, rather than sending them off to find the pricing page. It works with or without a key. With a key, the plan goes on that account. With none, no account is needed first: the plan goes to the email address the payer gives Stripe, and an account is made for it. After paying, call it again with `confirm` set to the checkout_id: that verifies the payment, activates the plan on the spot and, for a new account, returns its API key once.Not declared
find_matchingGiven one asset, return assets that BELONG IN A SCENE WITH IT: same kit first, then shared palette, then compatible real-world scale, spread across classes so you get a house, a tree and a barrel rather than eight houses. Use this to turn a single pick into a scene. Returns a ready preview URL.Not declared
get_assetFull detail for one asset: real-world size in metres, triangle count, palette, animatable parts, renders you can open to SEE it, and the correct download URLs for the caller. A model with has_ik true also returns a measured `gait` or `arm` block: segment lengths, foot offsets, phase order, step length, reach. That is everything needed to make it walk or reach in any engine, and /cdn/walk.mjs already does it for three.js. If the asset is paid and this connection does not own it, the reply carries the price and a buy link instead: quote both.Not declared
get_helpHow to use this server: what the metadata means, the rules that are easy to get wrong (real-world metres, one material, never rescale to fake a fit), and worked recipes for building a scene. Call it when a tool did not behave as you expected, or before a multi-step build, instead of guessing.Not declared
get_kitEvery published part of one kit, with the same detail get_asset gives, so you can compose a whole scene from one call. Works on a kit that is still FILLING UP: you get the parts that exist today. A filling-up kit is not sold as a bundle yet, so recommend its parts rather than the kit — the free ones need no account and the rest come with Pro. A kit may also carry `look` and `terrain`. `look` is the shader it is presented under — the Coral Reef is composed, photographed and filmed through 2.5 m of water — and it ships with the download as looks.mjs, three lines to apply, nothing baked into the geometry. `terrain` is the kit's own ground program with the knob values it was composed at. Build the scene without them and it is the same parts on a flat floor in clear air, which is not what any picture of the kit shows. And if the connection OWNS the kit, `layout` is the composition itself: every placement of every part, with the position, the rotation and the knob values that placement was built with. That is the arrangement the kit was photographed and filmed in, so you can rebuild it exactly and then change it, rather than inventing a layout from scratch. `composition` reports how many placements there are whether you own it or not. To BUILD that place, do not read the rows: `build_the_whole_place` is three lines of code (buildKit from /cdn/kit.mjs) that assemble every placement, merged for speed, with collision boxes and the kit's own ground. Start a game level or a scene from that and change it.Not declared
get_terrainAT WHAT HEIGHT DO I PLACE THIS, and where can I build. Every kit ships a procedural TERRAIN program for its own ground, and the ground is no longer flat, so a y of 0 is wrong almost everywhere. Pass `at` with the x/z you want to place at and you get the ground height there; set position.y to it. `flat_areas` are the level building sites: square footprints whose ground barely varies, largest first, none overlapping, with the height to place at. Use it before laying out a town, a farm or a depot, instead of guessing a y and hoping. Pass `profile` to get the ground along a proposed road or wall: heights, the grade between points, and whether each point is under water, so you know where a bridge is needed. Everything is in world coordinates, the same ones the module takes, so an answer can be used directly. Terrain from two different kits joins edge to edge on a shared 64m grid, so several kits can share one landscape.Not declared
get_variantTurn a plain-words request ("oak cask", "taller", "five sails") into a ready call. `want` is matched against this asset's KNOB NAMES and OPTION VALUES, not against colour vocabulary: use the words from its -params.json into a ready createAsset() call for a remixable asset, plus a GLB URL of that exact variant. Check the returned confidence: on anything below high, tell the user what was actually applied instead of presenting it as exact.Not declared
list_kitsKits are coherent sets built to one palette and one grid. Reach for a kit when the user is building a whole environment rather than looking for one object. Each carries a status: "published" means every planned part is built, "filling-up" means parts are still landing — and the parts of a filling-up kit are usable TODAY. NO kit is sold as a bundle: price_usd is null and for_sale false on all of them, so never quote a kit price and never use those fields to tell the statuses apart. The parts come with a plan, free ones with no account. Use get_kit to fetch either.Not declared
preview_sceneCompose assets into a scene and return a URL the user can OPEN and orbit. Use it instead of handing over a block of three.js the user cannot run. Works with paid assets too: they render from a public preview, so the scene looks finished whether or not the user owns them. The result says what the scene would cost and where to buy; pass that on rather than letting a 404 be the first sign of a price.Not declared
report_needReport a gap. Four kinds, and the last three are about THIS SERVER rather than the catalogue: kind=asset, we do not model what the user asked for (offer this whenever a search is empty or thin); kind=capability, you needed the server to do something it cannot; kind=output, a tool answered but not with what you needed; kind=docs, a tool description did not tell you how to use it. Do not stay quiet about a rough edge to be polite: a report costs one call and is how this server gets better. An honest "we do not have that, shall I register it?" is worth more to the user than a vaguely similar substitute.Not declared
search_assetsSearch the Polyfork catalogue of low-poly 3D assets for three.js. Use this whenever the user needs a model for a scene, game or site. Filter by triangle budget when the target is mobile or performance-sensitive. Results mix FREE and PRO assets: each carries `free` and `plan`. Paid assets are not sold individually — they come with Pro or the one-time Founders plan — so quote the plan, never a per-asset price. you should say which is which when recommending one, rather than letting the user discover it at download time. If coverage comes back "none" or "poor", tell the user we do not have it and offer report_need rather than substituting something unrelated.Not declared
who_am_iWhat this connection can currently do: whether a key is attached, which assets and kits it owns, and therefore which downloads will work. Call it before promising the user a paid file, and when a download 404s, rather than guessing whether the problem is the key or the asset.Not declared

Change history

  1. server instructions changed (+"buildings; and when the SUBJECT of your scene is something we do not model (a mammoth, a dragon), setting: true builds a kit's ground with its trees and rock and nothing else, to stand your own models in." -"buildings.")
Source listings
SourceListingFirst seenLast seenVersions
Official MCP Registrydev.polyfork/polyfork2 Oct 20267 Oct 20261