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Google Poly GLB
Google Poly was the free low-poly 3D library Google shut down in 2021. This is the clean, usable part of what survived: CC BY models only, Tilt Brush paintings, broken files, duplicates and fan art removed, the broken index buffers repaired, and every model rebuilt as web, game and engine ready GLB with LODs, a phone tier and collision hulls. Every model names its author.
Each model is CC BY 3.0 by its Poly author. CC BY requires credit: name the author, link the model and the licence, and say it was changed. LICENSES.md and metadata.jsonl carry all three for every model, and each GLB names its author in asset.copyright and the scene extras. Names and tags were filtered for fan art and brands, but the filter is not a legal review: check a model before using it in something you sell.
9971 models from Google Poly by Google, 1.92 GB of source files packed into 1.56 GB of GLB (web tier). Credit: The Poly author of each model, named with a link to the model and its licence in LICENSES.md and metadata.jsonl; files from Google Poly via the polygone.art archive (Aleksandar Rodic).
Viewer: https://huggingface.co/spaces/codepawl/google-poly-glb-viewer
Thumbnails
Thumbnails for the first 120 rows and for the models in the preview film are rendered from the web GLB in this pack. The rest are Google Poly's own preview images of the same model, so their backgrounds use each model's Poly colour.
Files
| Folder | Size | What | For |
|---|---|---|---|
objects/ |
1.56 GB | meshopt geometry, WebP textures | three.js, Babylon.js, any glTF viewer with the meshopt decoder |
objects_ktx2/ |
787.1 MB | meshopt, KTX2 textures (ETC1S colour, UASTC normals), mipmaps | WebGPU and WebGL games: textures stay compressed on the GPU |
lods/ |
3.38 GB | three simplified levels: 50, 20 and 6 % of the triangles | distance LOD, crowds, far props |
mobile/ |
1.14 GB | 25 % of the triangles, textures at most 512 px in KTX2 | phones and light laptops |
engine/ |
9.24 GB | no meshopt, no quantization | Blender and desktop engines that cannot decode meshopt |
collision/ |
27.1 MB | convex collision shapes, plain glTF | Rapier, Jolt, PhysX, Unity colliders |
metadata.jsonl has one line per item: title, kind, licence, authors, triangle count and the path and size of every tier. Its file_name is the engine/ file, so the Dataset Viewer opens each item in 3D and load_dataset returns it as a trimesh scene. Thumbnails are in thumbs/.
For web games and WebGPU
Load the objects_ktx2/ files for games: KTX2 textures stay block-compressed on the GPU (BC7 on desktop, ASTC or ETC2 on phones), so they take a fraction of the memory of decoded WebP. Switch to lods/ by distance and to mobile/ on phones. collision/ holds convex shapes for physics.
Measured on 12 items spread over triangle count. Phone page: 390x844 at 3x, pixel ratio capped at 2, CPU throttled 4x, network at Chrome's Fast 4G (150 ms, 9 Mbit/s), so phone load includes the download. The GPU is a desktop RTX 3060 and is not throttled: frame time shows the CPU side only, a real phone GPU is slower. VRAM is geometry plus texture bytes on the GPU.
| Tier | File (median) | VRAM (median) | Triangles | Phone load (4G) | Frame time | WebGPU load (local) |
|---|---|---|---|---|---|---|
| web (12) | 0.0 MB | 0.1 MiB | 2,586 | 236 ms | 1.8 ms | 9 ms |
| ktx2 (2) | 0.2 MB | 5.4 MiB | 6,468 | 1095 ms | 1.4 ms | 92 ms |
| lod2 (12) | 0.0 MB | 0.1 MiB | 1,742 | 208 ms | 1.3 ms | 11 ms |
| mobile (12) | 0.0 MB | 0.1 MiB | 1,742 | 224 ms | 1.4 ms | 8 ms |
three.js WebGPU:
import * as THREE from 'three';
import { WebGPURenderer } from 'three/webgpu';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { KTX2Loader } from 'three/addons/loaders/KTX2Loader.js';
import { MeshoptDecoder } from 'three/addons/libs/meshopt_decoder.module.js';
const renderer = new WebGPURenderer({ antialias: true });
await renderer.init(); // KTX2Loader needs to know which compressed formats this device takes
const ktx2 = new KTX2Loader().setTranscoderPath('https://cdn.jsdelivr.net/npm/three@0.187.0/examples/jsm/libs/basis/').detectSupport(renderer);
const loader = new GLTFLoader().setKTX2Loader(ktx2).setMeshoptDecoder(MeshoptDecoder);
const gltf = await loader.loadAsync('https://huggingface.co/datasets/codepawl/google-poly-glb/resolve/main/objects_ktx2/pond-5rf3yuzfjaw/pond-5rf3yuzfjaw.glb');
Use it in 67js
67js loads these files as they are:
npm install 67js@npm:@codepawlhq/67js meshoptimizer
import { Renderer67 } from '67js';
import { loadGltf } from '67js/addons/gltf';
import { MeshoptDecoder } from 'meshoptimizer';
const asset = await loadGltf('https://huggingface.co/datasets/codepawl/google-poly-glb/resolve/main/objects/pond-5rf3yuzfjaw/pond-5rf3yuzfjaw.glb', { decoders: { meshopt: MeshoptDecoder } });
const renderer = new Renderer67(document.querySelector('canvas'), asset.parts, { ground: true });
renderer.render({ eye: [1.5, 1.2, 2], target: [0, 0.5, 0] });
Tested
Every file was loaded and drawn (drawn pixels counted) in each engine, three.js 0.187.0 and 67js 0.15.0, files from a local copy of this repository.
| Tier | three.js WebGL | three.js WebGPU | 67js |
|---|---|---|---|
| web | 300/300 | 300/300 | 298/300 |
| ktx2 | 53/53 | 53/53 | 52/53 |
| lod1 | 300/300 | 300/300 | 298/300 |
| lod2 | 300/300 | 300/300 | 298/300 |
| lod3 | 300/300 | 300/300 | 298/300 |
| mobile | 300/300 | 300/300 | 298/300 |
| engine | 300/300 | 300/300 | 298/300 |
| collision | 300/300 | 300/300 | 300/300 |
Blender 5.2 import: engine 300/300, objects 300/300, collision 300/300.
Licence and credit
The Poly author of each model, named with a link to the model and its licence in LICENSES.md and metadata.jsonl; files from Google Poly via the polygone.art archive (Aleksandar Rodic). Each item keeps its own licence; see LICENSES.md and licenses/.
Changes made: Selected from the Google Poly archive by licence (CC BY only, as recorded in each model's own metadata), metadata checks, duplicate removal and a quality score; Tilt Brush paintings left out. Each model: Google's broken index buffers (byteStride 0) repaired from the original glTF files, glass materials set to non-metal, Poly's orienting rotation baked in, the scene put under one root that scales the longest side to 1 unit and stands it on y = 0 (original size in metadata.jsonl), textures resized and recompressed (WebP, KTX2), meshes welded and meshopt-compressed; LODs, a mobile tier, an uncompressed engine tier and convex collision hulls added.
Source: https://polygone.art. Packed by CodePawl.
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