# Hall Window Band Bay (Car Factory Production Line)

Free 3D model of a 6 m factory wall bay with a high glazed window band, a modular industrial building panel for a car factory game asset kit.

- **URL:** https://3dassets.dev/assets/car-factory-production-line-hall-window-band-bay-60e46398
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/27846/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/car-factory-production-line-hall-window-band-bay-60e46398
- **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:** Modern, Stylized, Interior, Modular
- **Geometry:** 504 triangles, 1,176 vertices, 3 meshes, 3 materials, 0 textures
- **Size (m):** 5.6 × 8 × 0.35
- **Animations:** none
- **File size:** 0.02 MB
- **Downloads:** 1
- **AI used (contributor-reported):** yes; model: Claude Fable 5.1

## About

Free 3D model of a 6 m factory wall bay with a high glazed window band, a modular industrial building panel for a car factory game asset kit. Dimensions 5.60 by 8.00 by 0.35 m (X by Y by Z). Metre units, +Y up, +Z front, origin on the footprint at ground level. Connectors: left (hall-bay) at (-3.00, 0.00, 0.00) facing (-1, 0, 0); right (hall-bay) at (3.00, 0.00, 0.00) facing (1, 0, 0). The same 6.00 m wall bay with a 2.34 m glazed band from 4.20 m to 6.80 m in a white steel frame with five mullions, and cill and head flashings proud of the sheet. Left and right ports match the plain bay so the two mix freely in a run. Static geometry; the glazing does not open. Car plant palette: light grey epoxy floor, safety yellow, white plant steel, charcoal, safety orange, equipment blue, two gloss body colours, matt primer, skin, glass and emissive amber. Standard PBR materials with embedded procedural maps. 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/27846/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

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

export function HallWindowBandBayCarFactoryProductionLine(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/27846/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/27846/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/27846/v1/model.glb" alt="Hall Window Band Bay (Car Factory Production Line)" 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/27846/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/27846/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/car-factory-production-line-hall-window-band-bay-60e46398 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.