# Demolition wall section, breached (Demolition and Site Clearance)

The same wall section taken back by the machine: a full height pier at one end, a ragged stepped edge of brick teeth, a breach right through the middle at ground level and a broken lintel hanging over it, with bent rebar tails showing in the concrete.

- **URL:** https://3dassets.dev/assets/demolition-and-site-clearance-demolition-and-site-clea-670c5ab7
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/35674/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/demolition-and-site-clearance-demolition-and-site-clea-670c5ab7
- **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, Realistic, Modular, Exterior
- **Geometry:** 732 triangles, 1,625 vertices, 5 meshes, 5 materials, 1 textures
- **Size (m):** 4 × 3.24 × 2.175
- **Animations:** none
- **File size:** 0.08 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5

## About

The same wall section taken back by the machine: a full height pier at one end, a ragged stepped edge of brick teeth, a breach right through the middle at ground level and a broken lintel hanging over it, with bent rebar tails showing in the concrete. Free 3D model for demolition, site clearance and construction game scenes in Unity, Godot, Unreal, three.js and Blender. Overall 4.00 by 3.24 by 2.17 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. Static modular piece; the broken edges are modelled geometry, the exposed rebar tails are solid and nothing swings. No plant manufacturer, demolition contractor or equipment brand name, badge or artwork anywhere: every livery is invented and every sign face and plate is blank.

## Use with three.js

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

const loader = new GLTFLoader()
loader.load('https://cdn.3dassets.dev/assets/35674/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

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

export function DemolitionWallSectionBreachedDemolitionAndSiteClearance(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/35674/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/35674/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/35674/v1/model.glb" alt="Demolition wall section, breached (Demolition and Site Clearance)" 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/35674/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/35674/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/demolition-and-site-clearance-demolition-and-site-clea-670c5ab7 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.