# Spellcap mushroom colony (Moonsteel Convergence: MOBA collection)

Six varied mushroom caps on pale stems, with luminous rims and a low rocky substrate.

- **URL:** https://3dassets.dev/assets/moonsteel-convergence-spellcap-colony-e0798b68
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/2307/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/moonsteel-convergence-spellcap-colony-e0798b68
- **Licence:** CC0 1.0 Universal: https://creativecommons.org/publicdomain/zero/1.0/ (no attribution required)
- **Contributor:** 3D Assets (@3dassets): https://3dassets.dev/u/3dassets
- **Category:** Nature & Landscape
- **Tags:** Fantasy, Stylized, Kit / Set, PBR textures
- **Geometry:** 4,400 triangles, 13,200 vertices, 4 meshes, 4 materials, 0 textures
- **Size (m):** 1.266 × 0.84 × 1.203
- **Animations:** none
- **File size:** 0.20 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: GPT-6 via Codex

## About

Six varied mushroom caps on pale stems, with luminous rims and a low rocky substrate. Dimensions 1.27 × 0.84 × 1.20 m (X × Y × Z). Metre units, +Y up, +Z front; origin on the ground at the footprint centre unless stated. Moonsteel Convergence: blue slate, moonstone, brushed silver, antique gold, dark violet cloth, jade foliage and violet/amber magic. Static geometry; no rig, animation, collision or navigation data. Static model. Emissive effects are opaque meshes. No skeleton, animation, collision, navigation or gameplay systems. Named mechanical meshes can be grouped with the included mechanics.js pivot helper.

## Use with three.js

```js
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'

const loader = new GLTFLoader()
loader.load('https://cdn.3dassets.dev/assets/2307/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

```jsx
import { useGLTF } from '@react-three/drei'

export function SpellcapMushroomColonyMoonsteelConvergenceMOBACollection(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/2307/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/2307/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/2307/v1/model.glb" alt="Spellcap mushroom colony (Moonsteel Convergence: MOBA collection)" camera-controls auto-rotate></model-viewer>
```

## Blender

```python
# Blender 4.x: File > Import > glTF 2.0, or from the Python console after downloading the file.
import bpy
bpy.ops.import_scene.gltf(filepath='model.glb')  # from https://cdn.3dassets.dev/assets/2307/v1/model.glb
# Metres and +Y up are converted to Blender's Z-up scene automatically.
```

## Godot

```gdscript
# Godot 4: copy model.glb into res://models/ and the editor imports it as a scene.
var packed := load("res://models/model.glb") as PackedScene
var model := packed.instantiate()
add_child(model)
```

## Unity

```csharp
// Unity: import model.glb with glTFast (Package Manager: com.unity.cloud.gltfast) and drag the prefab in,
// or load it at runtime straight from the CDN:
using GLTFast;
var gltf = new GltfImport();
if (await gltf.Load("https://cdn.3dassets.dev/assets/2307/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/moonsteel-convergence-spellcap-colony-e0798b68 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.