# Demolition wall section, down to rubble (Demolition and Site Clearance)

The same 4 m bay after the wall is down: a 500 mm stub of brickwork on the footing with the broken face showing, a heap of graded masonry rubble across the bay and two lengths of bent rebar lying in it, ready for the loader.

- **URL:** https://3dassets.dev/assets/demolition-and-site-clearance-demolition-and-site-clea-deca63ab
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/35676/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/demolition-and-site-clearance-demolition-and-site-clea-deca63ab
- **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:** 612 triangles, 1,290 vertices, 4 meshes, 4 materials, 1 textures
- **Size (m):** 4 × 0.74 × 3.659
- **Animations:** none
- **File size:** 0.08 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5

## About

The same 4 m bay after the wall is down: a 500 mm stub of brickwork on the footing with the broken face showing, a heap of graded masonry rubble across the bay and two lengths of bent rebar lying in it, ready for the loader. Free 3D model for demolition, site clearance and construction game scenes in Unity, Godot, Unreal, three.js and Blender. Overall 4.00 by 0.74 by 3.66 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 rubble is modelled as settled solids and nothing on it moves. 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/35676/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

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

export function DemolitionWallSectionDownToRubbleDemolitionAndSiteClearance(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/35676/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/35676/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/35676/v1/model.glb" alt="Demolition wall section, down to rubble (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/35676/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/35676/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/demolition-and-site-clearance-demolition-and-site-clea-deca63ab · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.