# Stone forge hearth with hood and flue, 3.8 m (Blacksmith Forge and Armoury)

The hearth the shop is built round: a rubble stone bench 2.4 m wide with a raised firepot of coke and glowing coals, a tuyere entering from the back, a stone back wall, and a tapered hood on two iron posts carrying the flue up to 3.8 m, with the fire irons leaning at the side.

- **URL:** https://3dassets.dev/assets/blacksmith-forge-and-armoury-blacksmith-forge-and-armo-f5ce9dc6
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/37561/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/blacksmith-forge-and-armoury-blacksmith-forge-and-armo-f5ce9dc6
- **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:** Buildings & Architecture
- **Tags:** Medieval, Realistic, Interior
- **Geometry:** 572 triangles, 1,300 vertices, 4 meshes, 4 materials, 1 textures
- **Size (m):** 2.56 × 3.82 × 1.78
- **Animations:** none
- **File size:** 0.07 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5

## About

The hearth the shop is built round: a rubble stone bench 2.4 m wide with a raised firepot of coke and glowing coals, a tuyere entering from the back, a stone back wall, and a tapered hood on two iron posts carrying the flue up to 3.8 m, with the fire irons leaning at the side. Free 3D model for medieval, crafting and village game scenes in Unity, Godot, Unreal, three.js and Blender. Overall 2.56 by 3.82 by 1.78 m (X by Y by Z). Metre units, +Y up, the working face toward +Z, resting on y=0 with the origin on the footprint. Static geometry; no rig, collision or navigation data. The fire, the smoke and the glow are not animated: flame and smoke need a shader or a particle system, and neither is reachable with one rigid node transform. The coals are modelled solid under an emissive looking material and the pack embeds no lights, so a consumer lights the scene itself. No maker's names, marks or readable writing anywhere: every stamp and mark is an abstract shape.

## Use with three.js

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

const loader = new GLTFLoader()
loader.load('https://cdn.3dassets.dev/assets/37561/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

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

export function StoneForgeHearthWithHoodAndFlue38MBlacksmithForgeAndArmoury(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/37561/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/37561/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/37561/v1/model.glb" alt="Stone forge hearth with hood and flue, 3.8 m (Blacksmith Forge and Armoury)" 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/37561/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/37561/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/blacksmith-forge-and-armoury-blacksmith-forge-and-armo-f5ce9dc6 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.