# Great City Gatehouse (Fantasy MMO City And Townsfolk)

Eight metre gatehouse for the city wall: two limestone blocks either side of an arched passage, a lifting iron portcullis in its runners, a pair of banded oak gate leaves and a crenellated fighting top over a brass city crest. Hand painted fantasy MMO city and RPG game asset.

- **URL:** https://3dassets.dev/assets/fantasy-mmo-city-and-townsfolk-city-gatehouse-6af8de89
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/32739/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/fantasy-mmo-city-and-townsfolk-city-gatehouse-6af8de89
- **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:** Fantasy, Hand-painted, Exterior, Kit / Set, Animated, Modular
- **Geometry:** 19,196 triangles, 49,832 vertices, 12 meshes, 5 materials, 2 textures
- **Size (m):** 9.001 × 7.94 × 3.998
- **Animations:** portcullis-open, portcullis-close, gate-open, gate-close
- **File size:** 1.05 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: claude-opus-5

## About

Eight metre gatehouse for the city wall: two limestone blocks either side of an arched passage, a lifting iron portcullis in its runners, a pair of banded oak gate leaves and a crenellated fighting top over a brass city crest. Dimensions 9.00 x 7.94 x 4.00 m (X x Y x Z). Pivot on the 4 m grid origin at ground level, the passage running along Z; metre units, +Y up, +Z front. Named pivots: portcullis at (0, 0.74, 1.02); gate-l at (-1.58, 0.44, -0.9); gate-r at (1.58, 0.44, -0.9). Connectors: e wall at (4, 0, 0) facing +X; w wall at (-4, 0, 0) facing -X. The portcullis and the gate leaves are separate systems, so each carries its own clip pair. The winch gear above the passage is modelled solid and does not turn. Rigid node-transform clips portcullis-open, portcullis-close, gate-open, gate-close drive named nodes on their own pivots. No skinning and no skeleton. 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'
import { AnimationMixer } from 'three'

let mixer

const loader = new GLTFLoader()
loader.load('https://cdn.3dassets.dev/assets/32739/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
  mixer = new AnimationMixer(gltf.scene)
  mixer.clipAction(gltf.animations[0]).play()
})

// Call from your render loop; deltaSeconds is time since the previous frame.
function updateAssetAnimation(deltaSeconds) {
  mixer?.update(deltaSeconds)
}
```

## React Three Fiber

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

export function GreatCityGatehouseFantasyMMOCityAndTownsfolk(props) {
  const { scene, animations } = useGLTF('https://cdn.3dassets.dev/assets/32739/v1/model.glb')
  const { actions, names } = useAnimations(animations, scene)
  useEffect(() => {
    const action = actions[names[0]]
    action?.reset().play()
    return () => { action?.stop() }
  }, [actions, names])
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/32739/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/32739/v1/model.glb" alt="Great City Gatehouse (Fantasy MMO City And Townsfolk)" camera-controls auto-rotate autoplay></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/32739/v1/model.glb
# Metres and +Y up are converted to Blender's Z-up scene automatically.
# Clips arrive as actions; play them from the Dope Sheet > Action Editor.
```

## 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)
var player := model.find_child("AnimationPlayer", true, false) as AnimationPlayer
player.play(player.get_animation_list()[0])
```

## 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/32739/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
// Clips import as legacy AnimationClips on the root; GetComponent<Animation>().Play() starts the first.
```

---
JSON: https://3dassets.dev/api/v1/assets/fantasy-mmo-city-and-townsfolk-city-gatehouse-6af8de89 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.