# Canal Bank And Quay Tile (Fantasy MMO City And Townsfolk)

Four metre canal end tile: a paved quay platform 1.42 m over the water, with a proud coping kerb and two brass mooring rings, closing a canal run against the street. Hand painted fantasy MMO city and RPG game asset.

- **URL:** https://3dassets.dev/assets/fantasy-mmo-city-and-townsfolk-canal-bank-tile-4bb312da
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/32723/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/fantasy-mmo-city-and-townsfolk-canal-bank-tile-4bb312da
- **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:** Fantasy, Hand-painted, Exterior, Kit / Set, Modular
- **Geometry:** 532 triangles, 1,362 vertices, 3 meshes, 3 materials, 1 textures
- **Size (m):** 4.1 × 1.658 × 4
- **Animations:** none
- **File size:** 0.04 MB
- **Downloads:** 1
- **AI used (contributor-reported):** yes; model: claude-opus-5

## About

Four metre canal end tile: a paved quay platform 1.42 m over the water, with a proud coping kerb and two brass mooring rings, closing a canal run against the street. Dimensions 4.10 x 1.66 x 4.00 m (X x Y x Z). Pivot on the 4 m grid origin, quay to +Z and water to -Z; sink the tile 1.42 m in a scene to bring the quay level with the paving; metre units, +Y up, +Z front. Connectors: n canal at (0, 0, 2) facing +Z; s canal at (0, 0, -2) facing -Z. Static geometry: no rig or animation. Hand painted palette of deep warm limestone, dark terracotta roofs, ochre render, near black walnut framing, russet oak, brass and city crimson and blue, with emissive flame and arcane crystal for the lit pieces. Procedural 1024 px base colour maps, no normal or metal roughness maps. Free 3D model for Unity, Godot, Unreal, three.js and Blender. No 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/32723/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

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

export function CanalBankAndQuayTileFantasyMMOCityAndTownsfolk(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/32723/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/32723/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/32723/v1/model.glb" alt="Canal Bank And Quay Tile (Fantasy MMO City And Townsfolk)" 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/32723/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/32723/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/fantasy-mmo-city-and-townsfolk-canal-bank-tile-4bb312da · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.