3DAssets.dev

Loading model

About

Ferry check in island 10 m long: three glazed booths on a raised kerb under a charcoal canopy on steel columns, each with a blue counter shelf, a lit sign box and a card reader on a post facing the driver's window. Overall 10.66 by 3.89 by 3.46 m (X by Y by Z). Metre units, +Y up, the working face toward +Z, resting on y=0. The origin is the centre of the island's footprint, the driver's side of the booths toward +Z. Static building: the windows are fixed glazing and the barriers that go with it are separate models. Static geometry; no rig, collision or navigation data. Original CC0 geometry: no operator, shipping line, port authority or maker marks anywhere, and every livery and sign face is invented.

Use with an AI agent

Copy this prompt into your AI chat, then describe what you want to build with the asset.

Use the “Check in booth run, three lanes (Ferry Terminal and Harbour Crossing)” asset in my project.

Model: https://cdn.3dassets.dev/assets/35637/v1/model.glb
Asset page: https://3dassets.dev/assets/ferry-terminal-and-harbour-crossing-ferry-terminal-and-04de3c87
Description: Ferry check in island 10 m long: three glazed booths on a raised kerb under a charcoal canopy on steel columns, each with a blue counter shelf, a lit sign box and a card reader on a post facing the driver's window.

- Dimensions (X × Y × Z): 10.66 × 3.889 × 3.461 metres
- Triangles: 544
- Animations: none
- Licence: CC0 1.0 Universal (https://creativecommons.org/publicdomain/zero/1.0/)
- Loading: Three.js GLTFLoader; no additional decoders required.

Also available as JSON, Markdown, or via the MCP server.

Import manually

Choose your framework, then copy the code into your project to load the asset.

import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'

const loader = new GLTFLoader()
loader.load('https://cdn.3dassets.dev/assets/35637/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})

Common questions

How do I use this model with my AI development tools?
Press "Copy for AI agent" above and paste the prompt into Claude Code, Cursor, Codex, GitHub Copilot, ChatGPT or any other coding assistant. The prompt carries the direct CDN URL, the real-world size, the licence and the loading notes, so the assistant can fetch the model and place it in your project without you writing the loader yourself. For a permanent connection, add the 3DAssets.dev MCP server to your tool with one command (for Claude Code: claude mcp add --transport http 3dassets https://3dassets.dev/mcp) and the assistant can then search the whole catalogue, fetch files and read the usage snippets on its own.

MCP server setupGuide for AI agents

How do I get started?
Three ways, from quickest to most automatic. Download the .glb with the button and drop it into your engine's asset folder, where it imports like any glTF file. Or skip the download: copy the three.js, React Three Fiber or model-viewer snippet under "Import manually", which loads the model straight from the CDN. Or connect your AI agent to the MCP server and ask for it by name, and it will find, fetch and place the model for you.

MCP server setupAPI reference

Which game engines and tools can I use this model with?
Anything that reads glTF, which today means all of the major ones: three.js and React Three Fiber on the web, Godot 4, Unity, Unreal Engine 5, Blender and the model-viewer web component. The model is a self-contained binary glTF (.glb) with textures embedded, so there is one file to import and no plugin, converter or decoder to install first.
How do I import this model into Unity, Godot, Unreal or Blender?
Unity: install the glTFast package (com.unity.cloud.gltfast) from the Package Manager, drop the .glb into Assets and drag the prefab in, or load it at runtime from the CDN URL. Godot 4: copy the file into the project folder and the editor imports it as a scene you can instantiate. Unreal Engine 5: File > Import with the built-in glTF importer, which converts the axes for you. Blender: File > Import > glTF 2.0. Units are metres with +Y up in the file, and every importer above handles the conversion to its own axes automatically.
Can I use this model in a commercial game, and do I need to credit anyone?
Yes to commercial use and no to credit. Every model on 3DAssets.dev is released under CC0 1.0 Universal, which places it in the public domain: use it in a paid game, an app, a film or a client project, modify it, redistribute it, and put nothing in the credits. A link back is welcome but it is entirely your choice.

CC0 licence text

Can I load it from the CDN instead of downloading it?
Yes. The .glb file has a permanent URL on cdn.3dassets.dev that is CORS-enabled and never changes content, so you can pass it straight to GLTFLoader, glTFast or model-viewer in production and cache it as hard as you like. Downloading is only needed for engines that import from disk.
Do I need Draco, Meshopt or KTX2 to load it?
No. The geometry is quantized with KHR_mesh_quantization and the textures are re-encoded to WebP, both of which three.js, Godot, Unity and Blender read natively, so a plain GLTFLoader is enough. There is nothing extra to configure and no decoder to ship with your bundle.

Check in booth run, three lanes (Ferry Terminal and Harbour Crossing)

Ferry check in island 10 m long: three glazed booths on a raised kerb under a charcoal canopy on steel columns, each with a blue counter shelf, a lit sign box and a card reader on a post facing the driver's window.

Download asset · 72.3 KB

More in Buildings & Architecture

Pile Dwelling (Bellroot Fen Floodward Marches)Animated

Pile Dwelling (Bellroot Fen Floodward Marches)

Two-level pile dwelling: enclosed furnished sleeping room over a clear full-length boat slip, braced corner piles, gabled reed roof and a solid supported entrance stair.

@3dassets38.7k tris · 41 ↓
Cedar Boathouse (Fishing Harbour and Boats)

Cedar Boathouse (Fishing Harbour and Boats)

Open-front waterside boathouse with board siding, exposed rafters, corrugated roof and dock floor.

@3dassets4.9k tris · 40 ↓
Wall Section (Distillery and Bonded Warehouse)

Wall Section (Distillery and Bonded Warehouse)

Plain four metre rubble wall bay 4.6 m to the head and 0.4 m thick, faced on both sides, with a plinth course, a string course at 2.3 m and a capping course. The base module of the stillhouse and the warehouse, laid end to end between corner pillars.

@3dassets1.1k tris · 39 ↓
Warehouse Door Pair (Distillery and Bonded Warehouse)Animated

Warehouse Door Pair (Distillery and Bonded Warehouse)

Four metre warehouse doorway with a 2.6 m opening under a 3.4 m lintel: dressed jambs, a threshold and two boarded and strapped leaves, painted, that swing out on their outer stiles. Sits in a wall run and carries a wall port at either end.

@3dassets1.5k tris · 38 ↓
Bonded Warehouse Wall Run (Distillery and Bonded Warehouse)

Bonded Warehouse Wall Run (Distillery and Bonded Warehouse)

Four metre rubble wall bay 4.6 m to the head and 0.4 m thick, faced both sides: a battered plinth course, a capping course, a louvred ventilation grille in a dressed surround and two barred slit vents low down. Lays end to end and meets a corner pillar at either end.

@3dassets1.4k tris · 37 ↓
Shed wall bay, door slid open (Steampunk Airship Dock and Workshop)

Shed wall bay, door slid open (Steampunk Airship Dock and Workshop)

The same door bay with its leaf already parked clear over the next bay.

@3dassets656 tris · 37 ↓
Pagoda Roof Kiln Vent (Distillery and Bonded Warehouse)

Pagoda Roof Kiln Vent (Distillery and Bonded Warehouse)

Pagoda kiln vent 3.6 m square at the eaves and 3.8 m tall: a slated tapering roof in two stages with a louvred lantern of four faces between them, boarded eaves on all four sides and a plain iron finial. Stands over a kiln, on a wall head or astride a roof ridge.

@3dassets636 tris · 35 ↓
Stillhouse Window Bay (Distillery and Bonded Warehouse)

Stillhouse Window Bay (Distillery and Bonded Warehouse)

Four metre wall bay with a 2.6 x 3.0 m industrial window: a dressed sill and lintel, an iron frame of twenty lights with glazing bars, and rubble facing above and below. Lets the stillhouse be seen into, and lays end to end with the plain wall bay.

@3dassets1.4k tris · 34 ↓
Corner Pillar (Distillery and Bonded Warehouse)

Corner Pillar (Distillery and Bonded Warehouse)

Dressed stone corner pillar 0.6 m square and 4.8 m tall with a capping stone: quoined courses on all four faces and a wall port on each side, so it turns a corner, ends a run or joins two runs in line.

@3dassets192 tris · 34 ↓
Shed wall bay with a sliding door (Steampunk Airship Dock and Workshop)Animated

Shed wall bay with a sliding door (Steampunk Airship Dock and Workshop)

A 4 m bay with a 3.2 by 3.6 m opening and a corrugated leaf on an outside top track.

@3dassets656 tris · 34 ↓
Shed wall bay with a window band (Steampunk Airship Dock and Workshop)

Shed wall bay with a window band (Steampunk Airship Dock and Workshop)

The same 4 m bay with a barred glazing band at 2.9 m, the way a machine shop is lit.

@3dassets540 tris · 34 ↓
Rigid cylinder crew habitat on legs (Moon Base Colony and Lunar Rovers)

Rigid cylinder crew habitat on legs (Moon Base Colony and Lunar Rovers)

An 8 m metal-shell crew habitat carried clear of the regolith on four splayed legs with wide footpads, with three viewports, a roof radiator strip, an access ladder and axial hab-ports at both ends.

@3dassets4.3k tris · 34 ↓

Similar assets

Check in and marshalling lanes (Ferry Terminal and Harbour Crossing)

Check in and marshalling lanes (Ferry Terminal and Harbour Crossing)

The land side of the same terminal, closer in: three lanes of painted tiles running up to the check in booths, the barrier arms down and the lane numbers overhead, with two cars, a van and a tractor unit waiting their turn and the supervisor's hut on the kerb.

@3dassets4.8k tris · 8 ↓
Raised Seating Booth, Teal (Nightclub and DJ Booth)

Raised Seating Booth, Teal (Nightclub and DJ Booth)

The raised club booth upholstered in teal instead of red, for alternating booths down a wall so a row of them does not read as one repeated object.

@3dassets3.0k tris · 9 ↓
Foot passenger check in desk run (Ferry Terminal and Harbour Crossing)

Foot passenger check in desk run (Ferry Terminal and Harbour Crossing)

Three position check in counter 6 m long: a blue fronted desk with a pale worktop, screens and card readers on each position, a grey back gantry with lit position panels and a charcoal kick rail.

@3dassets372 tris · 10 ↓
Raised Seating Booth with Table (Nightclub and DJ Booth)

Raised Seating Booth with Table (Nightclub and DJ Booth)

A raised club booth: a 2.4 by 1.5 m platform with a brass step nosing, a horseshoe banquette in deep red velvet on timber bases with a capping rail, and a pale topped pedestal table laid with an ice bucket and two glasses.

@3dassets3.0k tris · 13 ↓
Drive-thru lane kerb, bull-nosed end (Fast Food Counter and Drive-Thru)

Drive-thru lane kerb, bull-nosed end (Fast Food Counter and Drive-Thru)

A 600 mm lane kerb end unit with a bull-nosed tail, closing a kerbed island without a raw square end.

@3dassets326 tris · 11 ↓
Pump island kerb (Petrol Station and Forecourt Shop)

Pump island kerb (Petrol Station and Forecourt Shop)

A 4.8 m precast pump island: a chamfered kerb with a painted hazard nosing, a recessed deck screed for the dispensers to stand on, and a protective bollard at each end. Couple the modules end to end and cap the run with island end pieces.

@3dassets768 tris · 11 ↓
Lane traffic signal (Ferry Terminal and Harbour Crossing)

Lane traffic signal (Ferry Terminal and Harbour Crossing)

Cantilever traffic signal 5 m tall reaching 3.2 m over a lane: a grey column on a concrete base with a charcoal three aspect head over the lane, a second head at driver height and a blue lane plate.

@3dassets184 tris · 11 ↓
Wrestling Pit Kerb Run (Roman Bathhouse and Palaestra)

Wrestling Pit Kerb Run (Roman Bathhouse and Palaestra)

A 2 m kerb run for the edge of a wrestling pit: a tufa kerb with a travertine capping, timber pegs behind it and the sand banked up on the court side. Runs butt end to end round a sand pit or between the court and the paving.

@3dassets172 tris · 11 ↓
Shoreline gathering run (Wipe Day Survival Island)

Shoreline gathering run (Wipe Day Survival Island)

A gathering run along the island shore, a short walk from the base. Three dune banks and four wave worn rocks edge the water with driftwood washed up between them, a stand of pines and birches backs the beach with a fallen log, a stump and mushrooms in it, and fibre plants,...

@3dassets8.4k tris · 15 ↓
Kerb Section Red and White (Go Kart Track and Pit Lane)

Kerb Section Red and White (Go Kart Track and Pit Lane)

Four metre apex kerb, 0.5 m wide, rising from 50 mm at the track edge to 85 mm at its back lip, in white concrete with four red bands laid proud of the slope. Start and end kerb ports, so a run follows a corner in 4 m steps.

@3dassets72 tris · 13 ↓
Marshalling lane tile, 4 m (Ferry Terminal and Harbour Crossing)

Marshalling lane tile, 4 m (Ferry Terminal and Harbour Crossing)

Asphalt marshalling tile 4 m square with two white lane lines 3.2 m apart and a yellow stop bar, for laying out the queueing lanes of a vehicle ferry yard. Ports on all four edges so the yard tiles to any size.

@3dassets60 tris · 12 ↓
Lane number gantry (Ferry Terminal and Harbour Crossing)

Lane number gantry (Ferry Terminal and Harbour Crossing)

Overhead lane sign gantry 10.5 m wide and 5.4 m tall: a steel portal on concrete bases carrying three blue sign panels with lane numerals, a lit destination box between them and a maintenance walkway behind.

@3dassets620 tris · 10 ↓