# Site floodlight mast (Demolition and Site Clearance)

Galvanised floodlight mast 6 m tall on a ballasted base: a tapered column with a charcoal head frame carrying four canted flood lamps with glass lenses, a hooded junction box at working height and a yellow impact collar at the foot.

- **URL:** https://3dassets.dev/assets/demolition-and-site-clearance-demolition-and-site-clea-b37456b3
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/35711/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/demolition-and-site-clearance-demolition-and-site-clea-b37456b3
- **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:** Modern, Realistic, Exterior
- **Geometry:** 436 triangles, 1,009 vertices, 7 meshes, 7 materials, 1 textures
- **Size (m):** 1.7 × 6.016 × 0.9
- **Animations:** none
- **File size:** 0.07 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5

## About

Galvanised floodlight mast 6 m tall on a ballasted base: a tapered column with a charcoal head frame carrying four canted flood lamps with glass lenses, a hooded junction box at working height and a yellow impact collar at the foot. Free 3D model for demolition, site clearance and construction game scenes in Unity, Godot, Unreal, three.js and Blender. Overall 1.70 by 6.02 by 0.90 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 mast; the lamps do not aim, the column does not telescope and the supply cable is modelled inside it. 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/35711/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

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

export function SiteFloodlightMastDemolitionAndSiteClearance(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/35711/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/35711/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/35711/v1/model.glb" alt="Site floodlight mast (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/35711/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/35711/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/demolition-and-site-clearance-demolition-and-site-clea-b37456b3 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.