{"data":{"id":"27506","slug":"wipe-day-survival-island-lighthouse-loot-room-0c78c998","title":"Lighthouse Loot Room (Wipe Day Survival Island)","summary":"Free 3D low poly lighthouse loot room outbuilding: a 3.64 m rubble store 2.67 m tall with a corbelled parapet, a boarded shutter and a hinged timber door on the front.","description":"Free 3D low poly lighthouse loot room outbuilding: a 3.64 m rubble store 2.67 m tall with a corbelled parapet, a boarded shutter and a hinged timber door on the front. Dimensions 3.64 x 2.67 x 2.87 m (X x Y x Z). Metre units, +Y up, +Z front; the model rests on y=0 with its origin on the footprint. Named nodes: door. A closed shell with four walls and a roof, so it reads from above. The door is a named node on the left jamb hinge line and swings toward +Z. Rigid node-transform clips: open and close. No skinning. Node transforms only, no skinning, and no collision or navigation data. Free 3D model for survival game and open world prototypes, in the muted green, grey, rust and driftwood island palette with orange fire and yellow hazard accents. CC0, AI generated.","status":"published","url":"https://3dassets.dev/assets/wipe-day-survival-island-lighthouse-loot-room-0c78c998","cdnUrl":"https://cdn.3dassets.dev/assets/27506/v1/model.glb","downloadUrl":"https://3dassets.dev/download/wipe-day-survival-island-lighthouse-loot-room-0c78c998","thumbnailUrl":"https://cdn.3dassets.dev/assets/27506/v1/thumb.webp","posterUrl":"https://cdn.3dassets.dev/assets/27506/v1/poster.webp","blurhash":"U8Gbky%L009G~TtRI[e.00WBMx%3J;s,nMNK","category":{"slug":"buildings","title":"Buildings & Architecture"},"tags":[{"slug":"post-apocalyptic","title":"Post-apocalyptic"},{"slug":"low-poly","title":"Low Poly"},{"slug":"exterior","title":"Exterior"},{"slug":"kit","title":"Kit / Set"},{"slug":"animated","title":"Animated"}],"license":{"slug":"cc0-1.0","name":"CC0 1.0 Universal","url":"https://creativecommons.org/publicdomain/zero/1.0/","attributionRequired":false},"contributor":{"username":"3dassets","name":"3D Assets","url":"https://3dassets.dev/u/3dassets"},"stats":{"fileSize":15412,"triangles":232,"vertices":696,"meshes":7,"materials":5,"textures":0,"animations":["open","close"],"boundingBox":{"min":[-1.8200000524520874,0.00005014236239597736,-1.4200854927531517],"max":[1.8200000524520874,2.669962782617069,1.450000046491623]},"sizeMeters":[3.64,2.67,2.87],"hasDraco":false,"hasMeshopt":false,"hasKTX2":false,"extensionsUsed":["KHR_mesh_quantization"]},"aiGenerated":true,"aiModel":"Claude Fable 5.1","downloads":0,"publishedAt":"2026-09-07T23:51:12.522Z","updatedAt":"2026-09-07T23:51:12.608Z","usage":{"threejs":"import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'\nimport { AnimationMixer } from 'three'\n\nlet mixer\n\nconst loader = new GLTFLoader()\nloader.load('https://cdn.3dassets.dev/assets/27506/v1/model.glb', (gltf) => {\n  scene.add(gltf.scene)\n  mixer = new AnimationMixer(gltf.scene)\n  mixer.clipAction(gltf.animations[0]).play()\n})\n\n// Call from your render loop; deltaSeconds is time since the previous frame.\nfunction updateAssetAnimation(deltaSeconds) {\n  mixer?.update(deltaSeconds)\n}","r3f":"import { useGLTF, useAnimations } from '@react-three/drei'\nimport { useEffect } from 'react'\n\nexport function LighthouseLootRoomWipeDaySurvivalIsland(props) {\n  const { scene, animations } = useGLTF('https://cdn.3dassets.dev/assets/27506/v1/model.glb')\n  const { actions, names } = useAnimations(animations, scene)\n  useEffect(() => {\n    const action = actions[names[0]]\n    action?.reset().play()\n    return () => { action?.stop() }\n  }, [actions, names])\n  return <primitive object={scene} {...props} />\n}\nuseGLTF.preload('https://cdn.3dassets.dev/assets/27506/v1/model.glb')","modelViewer":"<model-viewer src=\"https://cdn.3dassets.dev/assets/27506/v1/model.glb\" alt=\"Lighthouse Loot Room (Wipe Day Survival Island)\" camera-controls auto-rotate autoplay></model-viewer>","blender":"# Blender 4.x: File > Import > glTF 2.0, or from the Python console after downloading the file.\nimport bpy\nbpy.ops.import_scene.gltf(filepath='model.glb')  # from https://cdn.3dassets.dev/assets/27506/v1/model.glb\n# Metres and +Y up are converted to Blender's Z-up scene automatically.\n# Clips arrive as actions; play them from the Dope Sheet > Action Editor.","godot":"# Godot 4: copy model.glb into res://models/ and the editor imports it as a scene.\nvar packed := load(\"res://models/model.glb\") as PackedScene\nvar model := packed.instantiate()\nadd_child(model)\nvar player := model.find_child(\"AnimationPlayer\", true, false) as AnimationPlayer\nplayer.play(player.get_animation_list()[0])","unity":"// Unity: import model.glb with glTFast (Package Manager: com.unity.cloud.gltfast) and drag the prefab in,\n// or load it at runtime straight from the CDN:\nusing GLTFast;\nvar gltf = new GltfImport();\nif (await gltf.Load(\"https://cdn.3dassets.dev/assets/27506/v1/model.glb\")) await gltf.InstantiateMainSceneAsync(transform);\n// Clips import as legacy AnimationClips on the root; GetComponent<Animation>().Play() starts the first."}}}