# Canal Quay Edge (Canal Town and Windmill)

Free 3D model of a brick canal quay edge with mooring rings and a bollard for a historical canal town kit: 4 m module with a stone coping.

- **URL:** https://3dassets.dev/assets/canal-town-and-windmill-canal-quay-edge-7ff35b35
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/36649/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/canal-town-and-windmill-canal-quay-edge-7ff35b35
- **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:** Roads & Infrastructure
- **Tags:** Historical, Realistic, Exterior, Modular
- **Geometry:** 942 triangles, 908 vertices, 3 meshes, 3 materials, 1 textures
- **Size (m):** 4.074 × 1.8 × 0.925
- **Animations:** none
- **File size:** 0.07 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5

## About

Free 3D model of a brick canal quay edge with mooring rings and a bollard for a historical canal town kit: 4 m module with a stone coping. Dimensions 4.07 by 1.80 by 0.92 m (X by Y by Z). Metre units, +Y up, +Z front, origin on the footprint at ground level. Connectors: left (quay) at (-2.00, 0.00, 0.00) facing (-1, 0, 0); right (quay) at (2.00, 0.00, 0.00) facing (1, 0, 0); water (water) at (0.00, 0.90, 0.45) facing (0, 0, 1). Quay module, 4 m long and 1.20 m from coping to foot, with the water face at +Z. Butt modules end to end on a 4 m pitch and set the water modules against the face. Place it 1.20 m below the street so the coping finishes flush with the cobbles. No real town, mill, company or product is depicted, and every board and gable stone is blank or carries invented abstract shapes. Canal town palette: red brick, lime plaster, grey stone, clay pantile, oak and pale pine, dark green paint, wrought iron, brass, dark green glass used for glazing and for the canal, leaf green and a single flower red. Static geometry; no rig, animation, collision or navigation data.

## Use with three.js

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

const loader = new GLTFLoader()
loader.load('https://cdn.3dassets.dev/assets/36649/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

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

export function CanalQuayEdgeCanalTownAndWindmill(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/36649/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/36649/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/36649/v1/model.glb" alt="Canal Quay Edge (Canal Town and Windmill)" 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/36649/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/36649/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/canal-town-and-windmill-canal-quay-edge-7ff35b35 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.