# Material bay divider wall, 4 m (Recycling Centre and Waste Transfer Yard)

Precast push wall 4 m long and 2.4 m tall for dividing a transfer yard into material bays: a tapered concrete panel on a wide foot with a charcoal impact kerb, a yellow high visibility top band and end ports so bays repeat.

- **URL:** https://3dassets.dev/assets/recycling-and-waste-transfer-yard-recycling-and-waste--a295aef4
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/34919/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/recycling-and-waste-transfer-yard-recycling-and-waste--a295aef4
- **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, Stylized, Modular, Exterior
- **Geometry:** 96 triangles, 288 vertices, 4 meshes, 4 materials, 1 textures
- **Size (m):** 4.04 × 2.42 × 0.98
- **Animations:** none
- **File size:** 0.02 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5

## About

Precast push wall 4 m long and 2.4 m tall for dividing a transfer yard into material bays: a tapered concrete panel on a wide foot with a charcoal impact kerb, a yellow high visibility top band and end ports so bays repeat. Free 3D model for recycling centre, waste transfer yard and municipal depot game scenes in Unity, Godot, Unreal, three.js and Blender. Overall 4.04 by 2.42 by 0.98 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. The origin is the centre of the wall's footprint, so a run of walls laid end to end makes one continuous bay divider and a second run at right angles closes the back of a bay. Static geometry; no rig, collision or navigation data. Static modular piece; the lifting sockets are cast in. No waste company, council, plant or vehicle manufacturer names, badges or artwork anywhere: every plate, panel and sign 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/34919/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

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

export function MaterialBayDividerWall4MRecyclingCentreAndWasteTransferYard(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/34919/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/34919/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/34919/v1/model.glb" alt="Material bay divider wall, 4 m (Recycling Centre and Waste Transfer Yard)" 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/34919/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/34919/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/recycling-and-waste-transfer-yard-recycling-and-waste--a295aef4 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.