Polygork assets are flat-shaded, real-world scaled and share one material wherever possible — so a whole scene can be one draw call.
No normal maps, no texture atlases, no PBR soup. Flat shading with a shared material means the GPU sorts through triangles instead of textures — dramatically cheaper on mobile and in WebXR.
Nearly every model shares a single MATERIAL. Rigged parts are separate meshes (that's why an asset's draw_calls is often more than 1). The merge.mjs tool collapses a whole scene to one draw call — or one per material where an asset carries glass, water or chrome.
Every listing reports exact triangles, and the API filters on max_triangles / min_triangles. Reaching for mobile or WebXR? Filter the catalogue down before you start.
Typical budgets: props 64–600, buildings 900–2,100, characters ~2,400, ultra pieces up to ~3,200.
Assets are modeled in meters (size_m is on every listing). Drop a 6.8m boat next to a 1.8m fisher and the proportions just work — no guessing, no rescale passes.
has_night assets carry a night map naming colour zones to make emissive. Drop your scene lights, flip those zones on, done — no light baking.