# Canal Stepped Landing (Canal Town and Windmill)

Free 3D model of a stepped stone canal landing for a historical canal town kit: seven treads down the quay face into the water, iron handrails and a mooring ring.

- **URL:** https://3dassets.dev/assets/canal-town-and-windmill-canal-stepped-landing-8b15cf0f
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/36652/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/canal-town-and-windmill-canal-stepped-landing-8b15cf0f
- **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:** 1,764 triangles, 1,683 vertices, 3 meshes, 3 materials, 1 textures
- **Size (m):** 4.024 × 2.174 × 1.67
- **Animations:** none
- **File size:** 0.09 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5

## About

Free 3D model of a stepped stone canal landing for a historical canal town kit: seven treads down the quay face into the water, iron handrails and a mooring ring. Dimensions 4.02 by 2.17 by 1.67 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). Quay module on the same 4 m pitch as the plain quay edge, so it drops into a run in place of one. The treads walk down 1.12 m to a foot that finishes under the water surface. 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/36652/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

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

export function CanalSteppedLandingCanalTownAndWindmill(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/36652/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/36652/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/36652/v1/model.glb" alt="Canal Stepped Landing (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/36652/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/36652/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/canal-town-and-windmill-canal-stepped-landing-8b15cf0f · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.