Mindket

CCORE GLB-3D-Coder

Newversion 1 · updated

Overview

Writes a Three.js page from a text prompt that previews a low-poly 3D asset and exports it as GLB for Godot or other editors. Made for game developers and 3D hobbyists.

CCORE GLB-3D-Coder is a kit in the Developer category, listed by Mindket. It is free. This is version 1, last updated on . Download it on this page, a zip of its files. Nothing in it runs by itself.

At a glance

You need
  • A local model app such as LM Studio
  • One set of weights, in Q4_K_M, Q8_0 or Safetensors form
  • A browser to open the page the model writes
  • Godot or another GLB editor if you want to bring the asset in
Runs in
  • LM Studio or any other app that loads GGUF model files
  • A browser, where the generated Three.js page runs and shows the preview
  • Godot, or any other editor that opens GLB files
  • A coding agent that talks to a local model API, which the RIFTWARD game page describes
Start with
pip install -U huggingface_hub
hf download ccore/Qwen3.5-4B-GLB-3D-Coder --local-dir Qwen3.5-4B-GLB-3D-Coder

About

What it is

CCORE GLB-3D-Coder is a 4B text generation model from ccore, trained from the Qwen3.5-4B base to write code for 3D assets. You describe a character, prop, building or scene in plain words. It replies with a full Three.js page that shows a preview and has an Export GLB button, so the asset can move into a game editor.

Who it suits

It suits people who make low-poly game assets and want a quick first version of a character, prop or environment. It also fits anyone who would rather generate a scene from code than model it by hand.

IndustryWho uses itHow they use itExample
Game developmentIndie developers and game jam teamsGenerate low-poly assets and export them as GLB filesA frozen goblin watch camp for a level
Game prototypingDesigners testing an ideaBuild a rough scene to judge a concept before art work startsA bioluminescent cave tram station
EducationTeachers of 3D graphics and web codeShow students how code turns into a 3D shapeA coral-armored lighthouse keeper
Web 3DFront-end developersGet a Three.js page they can read and editA character whose colors they change in the code

You can skip it if you need highly detailed or realistic models, because it is built for simple low-poly shapes and procedural scenes.

Where to use it

The model runs on your own machine, and its output opens in a browser.

  • LM Studio or any other app that loads GGUF model files
  • A browser, where the generated Three.js page runs and shows the preview
  • Godot, or any other editor that opens GLB files
  • A coding agent that talks to a local model API, which the RIFTWARD game page describes
Use caseWhoWhat they get back
Characters and propsGame artistsA Three.js page and a GLB file of the character
Buildings and environmentsLevel designersA scene preview they can export for their editor
Assets for a browser gameWeb game developersGLB files that load in the game without live model inference

How to set it up

You pick a weight format, load it in a local model app and prompt it.

You need:

  • A local model app such as LM Studio
  • One set of weights, in Q4_K_M, Q8_0 or Safetensors form
  • A browser to open the page the model writes
  • Godot or another GLB editor if you want to bring the asset in
  1. Choose a weight format on the model page.
  2. Download it into LM Studio or the app you use for local models.
  3. If your copy is from before November 5, 2026, remove it and fetch the weights fresh. The file names stayed the same, so check that you load the new ones.
  4. Load the updated weights and start a chat with the model.

Run these in a terminal:

# Install Hugging Face's command line
pip install -U huggingface_hub
# Download the model's files into a folder
hf download ccore/Qwen3.5-4B-GLB-3D-Coder --local-dir Qwen3.5-4B-GLB-3D-Coder

How to use it

Type a description of the asset you want. The model answers with one HTML page of Three.js code. Open that page in a browser, check the preview, then press Export GLB to get the file. A plain request looks like this:

Create a coral-armored lighthouse keeper.

Longer prompts work too. The project's own tests ran from short requests to detailed descriptions that name clothing, tools and proportions.

Example

Ask for a camp where goblins keep watch in the snow. The model writes a Three.js page, and opening it shows the camp in the preview. If it looks right, you press Export GLB and load the file in Godot.

For newcomers and experts

Think of it as a helper that draws in code. You type what you want to see, it writes a small web page, and the page shows the 3D result. Start with one character or prop, open the page it returns and press Export GLB.

Underneath, it is a 4B model that starts from Qwen3.5-4B. Its released training set holds 3,918 examples from 40 domains, each one tested, rendered and paired with a checked GLB export. It writes geometry as JavaScript instead of producing a mesh directly, so you can read and edit the result. The trade-off is size, and the project compares its output against DeepSeek V4.1 Flash 1017 on the same prompts.

  1. You describe the asset in a prompt
  2. The model writes a Three.js page
  3. You open it and check the preview
  4. Export GLB saves the asset file
  5. Godot or another editor loads it

Good to know

  • Size and base: a 4B model trained from Qwen3.5-4B
  • Weights come as Q4_K_M, Q8_0 or Safetensors
  • Dataset: CCORE ThreeJS-3D-GLB-Assets, with 3,918 examples from 40 domains
  • Copies from before November 5, 2026 need a fresh download
  • RIFTWARD, a browser arena game, uses assets from this model and plays without live model inference
  • License: Apache 2.0

README and files

README

CCORE GLB-3D-Coder

Writes a Three.js page from a text prompt that previews a low-poly 3D asset and exports it as GLB for Godot or other editors. Made for game developers and 3D hobbyists.

Made by ccore on Hugging Face. These notes are Mindket's, written from its model page and model card; the model's own files and license are on Hugging Face.

About

What it is: CCORE GLB-3D-Coder is a 4B text generation model from ccore, trained from the Qwen3.5-4B base to write code for 3D assets. You describe a character, prop, building or scene in plain words. It replies with a full Three.js page that shows a preview and has an Export GLB button, so the asset can move into a game editor.

Who it suits: It suits people who make low-poly game assets and want a quick first version of a character, prop or environment. It also fits anyone who would rather generate a scene from code than model it by hand.

Industry | Who uses it | How they use it | Example
Game development | Indie developers and game jam teams | Generate low-poly assets and export them as GLB files | A frozen goblin watch camp for a level
Game prototyping | Designers testing an idea | Build a rough scene to judge a concept before art work starts | A bioluminescent cave tram station
Education | Teachers of 3D graphics and web code | Show students how code turns into a 3D shape | A coral-armored lighthouse keeper
Web 3D | Front-end developers | Get a Three.js page they can read and edit | A character whose colors they change in the code

You can skip it if you need highly detailed or realistic models, because it is built for simple low-poly shapes and procedural scenes.

Where to use it: The model runs on your own machine, and its output opens in a browser.

  • LM Studio or any other app that loads GGUF model files
  • A browser, where the generated Three.js page runs and shows the preview
  • Godot, or any other editor that opens GLB files
  • A coding agent that talks to a local model API, which the RIFTWARD game page describes
Use case | Who | What they get back
Characters and props | Game artists | A Three.js page and a GLB file of the character
Buildings and environments | Level designers | A scene preview they can export for their editor
Assets for a browser game | Web game developers | GLB files that load in the game without live model inference

How to set it up: You pick a weight format, load it in a local model app and prompt it.

You need:

  • A local model app such as LM Studio
  • One set of weights, in Q4_K_M, Q8_0 or Safetensors form
  • A browser to open the page the model writes
  • Godot or another GLB editor if you want to bring the asset in
  1. Choose a weight format on the model page.
  2. Download it into LM Studio or the app you use for local models.
  3. If your copy is from before November 5, 2026, remove it and fetch the weights fresh. The file names stayed the same, so check that you load the new ones.
  4. Load the updated weights and start a chat with the model.

How to use it: Type a description of the asset you want. The model answers with one HTML page of Three.js code. Open that page in a browser, check the preview, then press Export GLB to get the file. A plain request looks like this:

Create a coral-armored lighthouse keeper.

Longer prompts work too. The project's own tests ran from short requests to detailed descriptions that name clothing, tools and proportions.

Example: Ask for a camp where goblins keep watch in the snow. The model writes a Three.js page, and opening it shows the camp in the preview. If it looks right, you press Export GLB and load the file in Godot.

For newcomers and experts: Think of it as a helper that draws in code. You type what you want to see, it writes a small web page, and the page shows the 3D result. Start with one character or prop, open the page it returns and press Export GLB.

Underneath, it is a 4B model that starts from Qwen3.5-4B. Its released training set holds 3,918 examples from 40 domains, each one tested, rendered and paired with a checked GLB export. It writes geometry as JavaScript instead of producing a mesh directly, so you can read and edit the result. The trade-off is size, and the project compares its output against DeepSeek V4.1 Flash 1017 on the same prompts.

You describe the asset in a prompt
The model writes a Three.js page
You open it and check the preview
Export GLB saves the asset file
Godot or another editor loads it

Good to know:

  • Size and base: a 4B model trained from Qwen3.5-4B
  • Weights come as Q4_K_M, Q8_0 or Safetensors
  • Dataset: CCORE ThreeJS-3D-GLB-Assets, with 3,918 examples from 40 domains
  • Copies from before November 5, 2026 need a fresh download
  • RIFTWARD, a browser arena game, uses assets from this model and plays without live model inference
  • License: Apache 2.0

On Hugging Face, 10 November 2026

  • Task: text generation
  • Parameters: 4.5B
  • Weights: about 18.2 GB in F32; about 2.3 GB at 4-bit (estimate)
  • Formats: Safetensors, GGUF
  • Downloads in the last 30 days: 38,696
  • Likes: 289
  • License: apache-2.0
  • Languages: en
  • Based on: Qwen/Qwen3.5-4B
  • Quantized versions: 9
  • Fine-tunes: 1
  • Tags: safetensors, gguf, qwen3_5, code, threejs, 3d, godot, text-generation, conversational

Links

Get the model

Download its files with Hugging Face's command line:

pip install -U huggingface_hub
hf download ccore/Qwen3.5-4B-GLB-3D-Coder

Then follow the usage in its model card. Nothing in this kit runs by itself.

Files
README.md  6 KB

1 file, 6 KB, downloaded as a zip.

What’s new

  • Version 1 · 2026-11-10

Compare with similar

Listed Hugging Face models in the same category that share the most tags with this one.

ProductDownloads, last 30 daysLikesParametersLicenseLast change
CCORE GLB-3D-Coder This page51,9143444.5Bapache-2.0
Qwen3.5-4B-GLB-3D-Coder-GGUFShares godot · threejs · 3d2,28354.2Bapache-2.0
CCORE GLB-3D-Coder 1.7BShares godot · threejs · 3d421131.7Bapache-2.0
Qwen3.5-4B-3D-CoderShares threejs · 3d · code392,5821,0674.5Bapache-2.0
Qwen3.5-4B-3D-Coder-GGUFShares threejs · 3d · code9,492134.2Bapache-2.0
Qwen3.5-4B-3D-Coder-MTP-RepackedShares threejs · 3d · code6,042164.7Bapache-2.0
Numbers as Mindket last read them, from 2026-11-12 to 2026-11-13.

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Posts and comments that name this project on Hacker News, Bluesky, X, Reddit, Facebook and YouTube, found by a weekly search and on Trendshift. Mindket doesn’t write or check them. Open one to read it where it was posted.

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