# Woodcutter Axe

> A low-poly felling axe with a flared, bearded steel bit, polished cutting edge, flat poll and a gently curved hickory handle with a knob end. Show it buried in a bark-covered chopping block surrounded by split firewood and chips, or lying flat on the ground. Perfect for lumberjack camps, farms, forests and survival crafting.

![Woodcutter Axe preview](https://codels.download/m/woodcutter-axe.png)

Multi-view sheet (3/4, front, side, top): https://codels.download/m/woodcutter-axe.sheet.png

## Facts

- Category: Props › Tools
- Size (W × H × D): 1.02 × 1.00 × 1.08 m — units are meters, +Y up, front faces +Z
- Origin: center of the base (y = 0)
- Triangles: 734 · Meshes: 32 · Materials: 8
- License: CC0-1.0 (Codels built-in)
- Tags: axe, chopping-block, firewood, lumberjack, stump, low-poly, stylized, camping, farm, medieval, viking, forest, village, rpg, survival, interactable, prop, tool, metal, wood, mobile-friendly, parametric, color-brown, color-orange, size-medium, poly-low
- Page: https://codels.download/models/woodcutter-axe

## Files

| Format | URL |
|---|---|
| three.js ES module (`createWoodcutterAxe()`) | https://codels.download/m/woodcutter-axe.js |
| React Three Fiber component (`<WoodcutterAxe />`) | https://codels.download/m/woodcutter-axe.jsx |
| Instancing module (`createWoodcutterAxeInstances(count, place)`, one draw call per material) | https://codels.download/m/woodcutter-axe.instanced.js |
| Standalone HTML demo | https://codels.download/m/woodcutter-axe.html |
| glTF binary | https://codels.download/m/woodcutter-axe.glb |
| glTF binary, Meshopt-compressed (2–3× smaller; GLTFLoader needs `setMeshoptDecoder(MeshoptDecoder)`) | https://codels.download/m/woodcutter-axe.glb?compress=meshopt |
| glTF JSON | https://codels.download/m/woodcutter-axe.gltf |
| OBJ (vertex colors) + MTL | https://codels.download/m/woodcutter-axe.obj · https://codels.download/m/woodcutter-axe.mtl |
| STL | https://codels.download/m/woodcutter-axe.stl |
| CodelSpec JSON | https://codels.download/m/woodcutter-axe.json |

## Parameters

Append them as query parameters to any URL above to get a customized variant (e.g. `?pose=...`).

| Param | Type | Range / options | Default | Current |
|---|---|---|---|---|
| `pose` | select | block \| flat | block | block |
| `firewood` | boolean | true \| false | true | true |
| `metal` | color | #rrggbb | #737a84 | #737a84 |
| `handle` | color | #rrggbb | #c38d55 | #c38d55 |

## Parts

- block (cylinder · bark)
- blockTop (cylinder · wood)
- treeRing (cylinder · ring)
- treeRingInner (cylinder · ring)
- crack (box · crack)
- crack (box · crack)
- crack (box · crack)
- root1 (group)
  - root (cylinder · bark)
- root2 (group)
  - root (cylinder · bark)
- root3 (group)
  - root (cylinder · bark)
- root4 (group)
  - root (cylinder · bark)
- axe (group)
  - tool (group)
    - handle (tube · handle)
    - knob (sphere · handleDark)
    - head (group)
      - eye (box · steel)
      - poll (box · steel)
      - wedge (box · handleDark)
      - cheek (extrude · steel)
      - bit (extrude · steel)
      - edge (extrude · edge)
- firewood (group)
  - splitLog (extrude · wood)
  - splitBark (cylinder · bark)
- firewood (group)
  - splitLog (extrude · wood)
  - splitBark (cylinder · bark)
- firewood (group)
  - splitLog (extrude · wood)
  - splitBark (cylinder · bark)
- chip (box · ring)
- chip (box · wood)
- chip (box · wood)
- chip (box · ring)
- chip (box · wood)

## How to use

Save the code below as `woodcutter-axe.js`, then:

```js
import { createWoodcutterAxe } from './woodcutter-axe.js';
const model = createWoodcutterAxe();
scene.add(model);
```

## Code

```js
/**
 * Woodcutter Axe — Codels 3D model library (https://codels.download/models/woodcutter-axe)
 * License: CC0-1.0 · Units: meters · Y-up · Front: +Z · Origin: center of the base (y = 0)
 * Triangles: 734 · Size (W × H × D): 1.02 × 1.00 × 1.08 m
 *
 * Usage:
 *   import { createWoodcutterAxe } from './woodcutter-axe.js';
 *   
 *   const model = createWoodcutterAxe();
 *   model.position.set(0, 0, 0);
 *   scene.add(model);
 */
import * as THREE from 'three';

const deg = THREE.MathUtils.degToRad;

// Deterministic vertex displacement (organic low-poly look).
function jitter(geometry, amount, seed) {
  const pos = geometry.attributes.position;
  const h = (a, b, c, s) => {
    let x = Math.imul(a, 73856093) ^ Math.imul(b, 19349663) ^ Math.imul(c, 83492791) ^ Math.imul(s, 2654435761);
    x = Math.imul(x ^ (x >>> 16), 2246822507);
    x = Math.imul(x ^ (x >>> 13), 3266489909);
    return ((x ^ (x >>> 16)) >>> 0) / 4294967295 - 0.5;
  };
  for (let i = 0; i < pos.count; i++) {
    const x = pos.getX(i), y = pos.getY(i), z = pos.getZ(i);
    const qx = Math.round(x * 1000), qy = Math.round(y * 1000), qz = Math.round(z * 1000);
    pos.setXYZ(i, x + h(qx, qy, qz, seed) * 2 * amount, y + h(qx, qy, qz, seed + 1) * 2 * amount, z + h(qx, qy, qz, seed + 2) * 2 * amount);
  }
  pos.needsUpdate = true;
  geometry.computeVertexNormals();
  return geometry;
}

// Extrude a 2D outline along Z (centered). bevel = [thickness, size, segments].
function extrude(outline, depth, holes = [], bevel = null) {
  const shape = new THREE.Shape(outline.map(([x, y]) => new THREE.Vector2(x, y)));
  for (const hole of holes) shape.holes.push(new THREE.Path(hole.map(([x, y]) => new THREE.Vector2(x, y))));
  const options = bevel
    ? { depth, bevelEnabled: true, bevelThickness: bevel[0], bevelSize: bevel[1], bevelSegments: bevel[2] }
    : { depth, bevelEnabled: false };
  return new THREE.ExtrudeGeometry(shape, options).translate(0, 0, -depth / 2);
}

// Tube along a smooth curve through the given points.
function tube(path, radius, tubularSegments, radialSegments, closed = false) {
  const curve = new THREE.CatmullRomCurve3(path.map(([x, y, z]) => new THREE.Vector3(x, y, z)), closed);
  return new THREE.TubeGeometry(curve, tubularSegments, radius, radialSegments, closed);
}

export function createWoodcutterAxe() {
  const root = new THREE.Group();
  root.name = 'WoodcutterAxe';

  // Materials
  const steelMat = new THREE.MeshStandardMaterial({ name: 'steel', color: 0x737a84, roughness: 0.45, metalness: 0.45, flatShading: true });
  const edgeMat = new THREE.MeshStandardMaterial({ name: 'edge', color: 0xb2b6bb, roughness: 0.2, metalness: 0.6, flatShading: true });
  const handleMat = new THREE.MeshStandardMaterial({ name: 'handle', color: 0xc38d55, roughness: 0.75, flatShading: true });
  const handleDarkMat = new THREE.MeshStandardMaterial({ name: 'handleDark', color: 0x7f5c37, roughness: 0.85, flatShading: true });
  const barkMat = new THREE.MeshStandardMaterial({ name: 'bark', color: 0x5b3e27, roughness: 1, flatShading: true });
  const woodMat = new THREE.MeshStandardMaterial({ name: 'wood', color: 0xd6ad78, roughness: 0.9, flatShading: true });
  const ringMat = new THREE.MeshStandardMaterial({ name: 'ring', color: 0xb48650, roughness: 0.9, flatShading: true });
  const crackMat = new THREE.MeshStandardMaterial({ name: 'crack', color: 0x3b2818, roughness: 1, flatShading: true });

  // Shared geometries
  const boxGeo = new THREE.BoxGeometry(0.006, 0.004, 0.15);
  const cylinderGeo = new THREE.CylinderGeometry(0.02, 0.06, 0.15, 5);

  // Parts
  const block = new THREE.Mesh(jitter(new THREE.CylinderGeometry(0.25, 0.275, 0.42, 10), 0.008, 5), barkMat);
  block.name = 'block';
  block.position.set(0, 0.21, 0);
  root.add(block);
  const blockTop = new THREE.Mesh(new THREE.CylinderGeometry(0.238, 0.238, 0.014, 10), woodMat);
  blockTop.name = 'blockTop';
  blockTop.position.set(0, 0.421, 0);
  blockTop.rotation.set(0, deg(18), 0);
  root.add(blockTop);
  const treeRing = new THREE.Mesh(new THREE.CylinderGeometry(0.1375, 0.1375, 0.004, 10), ringMat);
  treeRing.name = 'treeRing';
  treeRing.position.set(0, 0.429, 0);
  treeRing.rotation.set(0, deg(18), 0);
  root.add(treeRing);
  const treeRingInner = new THREE.Mesh(new THREE.CylinderGeometry(0.05, 0.05, 0.004, 8), ringMat);
  treeRingInner.name = 'treeRingInner';
  treeRingInner.position.set(0, 0.431, 0);
  root.add(treeRingInner);
  const crack = new THREE.Mesh(boxGeo, crackMat);
  crack.name = 'crack';
  crack.position.set(0.047, 0.43, 0.1292);
  crack.rotation.set(0, deg(20), 0);
  root.add(crack);
  const crack2 = new THREE.Mesh(boxGeo, crackMat);
  crack2.name = 'crack';
  crack2.position.set(0.0972, 0.43, -0.0972);
  crack2.rotation.set(0, deg(135), 0);
  root.add(crack2);
  const crack3 = new THREE.Mesh(boxGeo, crackMat);
  crack3.name = 'crack';
  crack3.position.set(-0.1292, 0.43, -0.047);
  crack3.rotation.set(0, deg(250), 0);
  root.add(crack3);
  const root1 = new THREE.Group();
  root1.name = 'root1';
  root1.rotation.set(0, deg(40), 0);
  root.add(root1);
  const root2 = new THREE.Mesh(cylinderGeo, barkMat);
  root2.name = 'root';
  root2.position.set(0, 0.05, 0.26);
  root2.rotation.set(deg(115), 0, 0);
  root1.add(root2);
  const root22 = new THREE.Group();
  root22.name = 'root2';
  root22.rotation.set(0, deg(145), 0);
  root.add(root22);
  const root3 = new THREE.Mesh(cylinderGeo, barkMat);
  root3.name = 'root';
  root3.position.set(0, 0.05, 0.26);
  root3.rotation.set(deg(115), 0, 0);
  root22.add(root3);
  const root32 = new THREE.Group();
  root32.name = 'root3';
  root32.rotation.set(0, deg(220), 0);
  root.add(root32);
  const root4 = new THREE.Mesh(cylinderGeo, barkMat);
  root4.name = 'root';
  root4.position.set(0, 0.05, 0.26);
  root4.rotation.set(deg(115), 0, 0);
  root32.add(root4);
  const root42 = new THREE.Group();
  root42.name = 'root4';
  root42.rotation.set(0, deg(325), 0);
  root.add(root42);
  const root5 = new THREE.Mesh(cylinderGeo, barkMat);
  root5.name = 'root';
  root5.position.set(0, 0.05, 0.26);
  root5.rotation.set(deg(115), 0, 0);
  root42.add(root5);
  const axe = new THREE.Group();
  axe.name = 'axe';
  axe.rotation.set(0, deg(28), 0);
  root.add(axe);
  const tool = new THREE.Group();
  tool.name = 'tool';
  tool.position.set(-0.4399, 0.9763, 0);
  tool.rotation.set(0, 0, deg(-122));
  axe.add(tool);
  const handle = new THREE.Mesh(tube([[0, 0.02, 0], [0.007, 0.24, 0], [-0.003, 0.52, 0], [0, 0.8, 0]], 0.019, 10, 6), handleMat);
  handle.name = 'handle';
  handle.scale.set(1, 1, 0.75);
  tool.add(handle);
  const knob = new THREE.Mesh(new THREE.SphereGeometry(0.028, 6, 4), handleDarkMat);
  knob.name = 'knob';
  knob.position.set(0.002, 0.02, 0);
  knob.scale.set(1.1, 0.8, 0.85);
  tool.add(knob);
  const head = new THREE.Group();
  head.name = 'head';
  head.position.set(0, 0.75, 0);
  head.scale.setScalar(1.3);
  tool.add(head);
  const eye = new THREE.Mesh(new THREE.BoxGeometry(0.05, 0.08, 0.036), steelMat);
  eye.name = 'eye';
  eye.position.set(-0.002, 0, 0);
  head.add(eye);
  const poll = new THREE.Mesh(new THREE.BoxGeometry(0.016, 0.07, 0.032), steelMat);
  poll.name = 'poll';
  poll.position.set(-0.03, 0, 0);
  head.add(poll);
  const wedge = new THREE.Mesh(new THREE.BoxGeometry(0.022, 0.008, 0.02), handleDarkMat);
  wedge.name = 'wedge';
  wedge.position.set(-0.002, 0.0405, 0);
  head.add(wedge);
  const cheek = new THREE.Mesh(extrude([[0.02, -0.036], [0.05, -0.0396], [0.08, -0.0478], [0.11, -0.0596], [0.11, 0.0533], [0.08, 0.0469], [0.05, 0.0404], [0.02, 0.034]], 0.026), steelMat);
  cheek.name = 'cheek';
  head.add(cheek);
  const bit = new THREE.Mesh(extrude([[0.09, -0.0514], [0.1133, -0.0611], [0.1367, -0.0727], [0.16, -0.086], [0.17, -0.061], [0.1773, -0.036], [0.18, -0.011], [0.1773, 0.014], [0.17, 0.039], [0.16, 0.064], [0.1367, 0.059], [0.1133, 0.054], [0.09, 0.049]], 0.012), steelMat);
  bit.name = 'bit';
  head.add(bit);
  const edge = new THREE.Mesh(extrude([[0.145, -0.0772], [0.15, -0.0801], [0.155, -0.083], [0.16, -0.086], [0.17, -0.061], [0.1773, -0.036], [0.18, -0.011], [0.1773, 0.014], [0.17, 0.039], [0.16, 0.064], [0.155, 0.0629], [0.15, 0.0619], [0.145, 0.0608]], 0.005), edgeMat);
  edge.name = 'edge';
  head.add(edge);
  const firewood = new THREE.Group();
  firewood.name = 'firewood';
  firewood.position.set(0.44, 0, 0.2);
  firewood.rotation.set(0, deg(70), 0);
  root.add(firewood);
  const splitLog = new THREE.Mesh(extrude([[0, 0], [0.1, 0], [0.0866, 0.05], [0.05, 0.0866], [0, 0.1]], 0.32), woodMat);
  splitLog.name = 'splitLog';
  firewood.add(splitLog);
  const splitBark = new THREE.Mesh(new THREE.CylinderGeometry(0.104, 0.104, 0.3136, 3, 1, true, Math.PI / 2, Math.PI / 2), barkMat);
  splitBark.name = 'splitBark';
  splitBark.rotation.set(deg(90), 0, 0);
  firewood.add(splitBark);
  const firewood2 = new THREE.Group();
  firewood2.name = 'firewood';
  firewood2.position.set(0.36, 0, -0.3);
  firewood2.rotation.set(0, deg(-20), 0);
  root.add(firewood2);
  const splitLog2 = new THREE.Mesh(extrude([[0, 0], [0.105, 0], [0.0909, 0.0525], [0.0525, 0.0909], [0, 0.105]], 0.34), woodMat);
  splitLog2.name = 'splitLog';
  firewood2.add(splitLog2);
  const splitBark2 = new THREE.Mesh(new THREE.CylinderGeometry(0.1092, 0.1092, 0.3332, 3, 1, true, Math.PI / 2, Math.PI / 2), barkMat);
  splitBark2.name = 'splitBark';
  splitBark2.rotation.set(deg(90), 0, 0);
  firewood2.add(splitBark2);
  const firewood3 = new THREE.Group();
  firewood3.name = 'firewood';
  firewood3.position.set(-0.12, 0, 0.45);
  firewood3.rotation.set(0, deg(15), 0);
  root.add(firewood3);
  const splitLog3 = new THREE.Mesh(extrude([[0, 0], [0.095, 0], [0.0823, 0.0475], [0.0475, 0.0823], [0, 0.095]], 0.36), woodMat);
  splitLog3.name = 'splitLog';
  firewood3.add(splitLog3);
  const splitBark3 = new THREE.Mesh(new THREE.CylinderGeometry(0.0988, 0.0988, 0.3528, 3, 1, true, Math.PI / 2, Math.PI / 2), barkMat);
  splitBark3.name = 'splitBark';
  splitBark3.rotation.set(deg(90), 0, 0);
  firewood3.add(splitBark3);
  const chip = new THREE.Mesh(new THREE.BoxGeometry(0.0343, 0.008, 0.0273), ringMat);
  chip.name = 'chip';
  chip.position.set(0.1435, 0.004, 0.4299);
  chip.rotation.set(0, deg(130.2848), 0);
  root.add(chip);
  const chip2 = new THREE.Mesh(new THREE.BoxGeometry(0.0576, 0.008, 0.017), woodMat);
  chip2.name = 'chip';
  chip2.position.set(-0.1302, 0.004, -0.322);
  chip2.rotation.set(0, deg(113.8123), 0);
  root.add(chip2);
  const chip3 = new THREE.Mesh(new THREE.BoxGeometry(0.0385, 0.008, 0.0291), woodMat);
  chip3.name = 'chip';
  chip3.position.set(-0.1302, 0.004, -0.3843);
  chip3.rotation.set(0, deg(51.664), 0);
  root.add(chip3);
  const chip4 = new THREE.Mesh(new THREE.BoxGeometry(0.041, 0.008, 0.023), ringMat);
  chip4.name = 'chip';
  chip4.position.set(-0.0514, 0.004, -0.4124);
  chip4.rotation.set(0, deg(161.5389), 0);
  root.add(chip4);
  const chip5 = new THREE.Mesh(new THREE.BoxGeometry(0.0562, 0.008, 0.0178), woodMat);
  chip5.name = 'chip';
  chip5.position.set(0.2536, 0.004, -0.2856);
  chip5.rotation.set(0, deg(121.9108), 0);
  root.add(chip5);
  const chip6 = new THREE.Mesh(new THREE.BoxGeometry(0.0563, 0.008, 0.0181), woodMat);
  chip6.name = 'chip';
  chip6.position.set(-0.1547, 0.004, 0.2671);
  chip6.rotation.set(0, deg(94.7441), 0);
  root.add(chip6);
  const chip7 = new THREE.Mesh(new THREE.BoxGeometry(0.055, 0.008, 0.0256), ringMat);
  chip7.name = 'chip';
  chip7.position.set(-0.3132, 0.004, 0.0116);
  chip7.rotation.set(0, deg(35.4236), 0);
  root.add(chip7);

  root.traverse((o) => {
    if (o.isMesh) {
      o.castShadow = true;
      o.receiveShadow = true;
    }
  });
  return root;
}

export default createWoodcutterAxe;
```

---
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