# Paved Street Tile (Fantasy MMO City And Townsfolk)

Four metre square of hand painted city paving laid in real setts on a staggered bond, every stone chamfered and set to its own height, the standard ground module of the quarter. Hand painted fantasy MMO city and RPG game asset.

- **URL:** https://3dassets.dev/assets/fantasy-mmo-city-and-townsfolk-paved-street-tile-2595f83b
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/32714/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/fantasy-mmo-city-and-townsfolk-paved-street-tile-2595f83b
- **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:** 2,068 triangles, 5,546 vertices, 1 meshes, 1 materials, 1 textures
- **Size (m):** 4 × 0.172 × 4
- **Animations:** none
- **File size:** 0.13 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: claude-opus-5

## About

Four metre square of hand painted city paving laid in real setts on a staggered bond, every stone chamfered and set to its own height, the standard ground module of the quarter. Dimensions 4.00 x 0.17 x 4.00 m (X x Y x Z). Pivot on the 4 m grid origin, deck 0.14 m thick; place at y = -0.14 for a walking surface at zero; metre units, +Y up, +Z front. Connectors: n street at (0, 0, 2) facing +Z; s street at (0, 0, -2) facing -Z; e street at (2, 0, 0) facing +X; w street at (-2, 0, 0) facing -X. 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/32714/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

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

export function PavedStreetTileFantasyMMOCityAndTownsfolk(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/32714/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/32714/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/32714/v1/model.glb" alt="Paved Street 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/32714/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/32714/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/fantasy-mmo-city-and-townsfolk-paved-street-tile-2595f83b · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.