# Broken Pediment (Sunken City and Underwater Ruins)

Broken pediment fragment 3.7 m wide leaning on the seabed, one raking cornice left and an abstract carved band along the tympanum.

- **URL:** https://3dassets.dev/assets/sunken-city-and-underwater-ruins-broken-pediment-db0a6ed7
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/36961/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/sunken-city-and-underwater-ruins-broken-pediment-db0a6ed7
- **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, Low Poly, Exterior
- **Geometry:** 464 triangles, 1,392 vertices, 2 meshes, 2 materials, 0 textures
- **Size (m):** 4.138 × 1.321 × 0.732
- **Animations:** none
- **File size:** 0.02 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5

## About

Broken pediment fragment 3.7 m wide leaning on the seabed, one raking cornice left and an abstract carved band along the tympanum. Dimensions 4.14 by 1.32 by 0.73 m (X by Y by Z). Metre units, +Y up, +Z front, origin on the footprint at seabed level. The carved band is invented ornament rather than a figure scene or an inscription. Sunken city palette: weathered grey limestone and dark algae stained stone, pale silt, deep green weed, coral pink, waterlogged timber, tarnished bronze and one translucent blue emissive for glow, bubbles and light. Static geometry; no rig, animation, 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/36961/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

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

export function BrokenPedimentSunkenCityAndUnderwaterRuins(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/36961/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/36961/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/36961/v1/model.glb" alt="Broken Pediment (Sunken City and Underwater Ruins)" 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/36961/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/36961/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/sunken-city-and-underwater-ruins-broken-pediment-db0a6ed7 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.