# Factory Floor Walkway Tile (Chocolate and Confectionery Factory)

The 5.00 m floor tile with a 1.60 m amber pedestrian walkway painted across it between two dark edge lines, for marking the route through a plant.

- **URL:** https://3dassets.dev/assets/chocolate-and-confectionery-factory-factory-floor-walk-deede832
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/36809/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/chocolate-and-confectionery-factory-factory-floor-walk-deede832
- **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, Low Poly, Interior, Modular
- **Geometry:** 48 triangles, 144 vertices, 3 meshes, 3 materials, 0 textures
- **Size (m):** 5 × 0.108 × 5
- **Animations:** none
- **File size:** 0.00 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5

## About

The 5.00 m floor tile with a 1.60 m amber pedestrian walkway painted across it between two dark edge lines, for marking the route through a plant. Dimensions 5.00 by 0.11 by 5.00 m (X by Y by Z). Metre units, +Y up, +Z front, origin on the footprint at ground level. Connectors: west (floor) at (-2.50, 0.05, 0.00) facing (-1, 0, 0); east (floor) at (2.50, 0.05, 0.00) facing (1, 0, 0); north (floor) at (0.00, 0.05, -2.50) facing (0, 0, -1); south (floor) at (0.00, 0.05, 2.50) facing (0, 0, 1). The markings sit 6 mm proud of the tile face so nothing is coplanar. Same ports as the plain tile. Confectionery works palette: light epoxy grey, stainless steel, charcoal, cocoa brown, kraft card, an invented deep teal plant colour, an invented warm amber accent and a soft emissive. Flat shaded untextured PBR materials. No real confectionery, cocoa or machinery brand appears anywhere: every wrapper, reel, carton, lid, crate and panel face is blank and every moulded shape is invented. 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/36809/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

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

export function FactoryFloorWalkwayTileChocolateAndConfectioneryFactory(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/36809/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/36809/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/36809/v1/model.glb" alt="Factory Floor Walkway Tile (Chocolate and Confectionery Factory)" 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/36809/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/36809/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/chocolate-and-confectionery-factory-factory-floor-walk-deede832 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.