# Hull section, bow with bulbous forefoot (Shipyard and Dry Dock)

The forward 13 m of a 9 m beam hull: a raked stem, flared blue topsides, a bulbous forefoot in antifouling red, a bulwarked forecastle with bitts and a bare primer section face aft so it bolts to a midbody module.

- **URL:** https://3dassets.dev/assets/shipyard-and-dry-dock-shipyard-and-dry-dock-hull-secti-2b298b4c
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/37923/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/shipyard-and-dry-dock-shipyard-and-dry-dock-hull-secti-2b298b4c
- **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:** Vehicles
- **Tags:** Modern, Realistic, Modular, Exterior, Kit / Set
- **Geometry:** 382 triangles, 961 vertices, 7 meshes, 7 materials, 0 textures
- **Size (m):** 9 × 9.4 × 12.678
- **Animations:** none
- **File size:** 0.02 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5

## About

The forward 13 m of a 9 m beam hull: a raked stem, flared blue topsides, a bulbous forefoot in antifouling red, a bulwarked forecastle with bitts and a bare primer section face aft so it bolts to a midbody module. Overall 9.00 by 9.40 by 12.68 m (X by Y by Z). Metre units, +Y up, the working face toward +Z, resting on y=0. The origin is on the keel at the aft section face; it rests on y=0, and the forefoot rises forward the way a real rise of floor does, so the forward keel blocks sit lower than the bulb. Static structure: the shell and the bulb are modelled solid and nothing on a bow section is a mechanism. Static geometry; no rig, collision or navigation data. Original CC0 geometry: no shipyard, shipping line, shipbuilder, class society or equipment maker is named or depicted, no real vessel is reproduced, and every sign, plate and board face is left 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/37923/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

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

export function HullSectionBowWithBulbousForefootShipyardAndDryDock(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/37923/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/37923/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/37923/v1/model.glb" alt="Hull section, bow with bulbous forefoot (Shipyard and Dry Dock)" 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/37923/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/37923/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/shipyard-and-dry-dock-shipyard-and-dry-dock-hull-secti-2b298b4c · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.