# Cracked Paving Module (Sunken City and Underwater Ruins)

Four metre paving module of sixteen worn slabs on a 1 m pitch, two lifted out and two tipped, with silt and weed in the open joints.

- **URL:** https://3dassets.dev/assets/sunken-city-and-underwater-ruins-cracked-paving-module-b07aa399
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/36948/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/sunken-city-and-underwater-ruins-cracked-paving-module-b07aa399
- **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:** Environments & Scenes
- **Tags:** Fantasy, Low Poly, Modular, Exterior
- **Geometry:** 396 triangles, 1,188 vertices, 4 meshes, 4 materials, 0 textures
- **Size (m):** 4.046 × 0.334 × 4
- **Animations:** none
- **File size:** 0.02 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5

## About

Four metre paving module of sixteen worn slabs on a 1 m pitch, two lifted out and two tipped, with silt and weed in the open joints. Dimensions 4.05 by 0.33 by 4.00 m (X by Y by Z). Metre units, +Y up, +Z front, origin on the footprint at seabed level. Connectors: north (seabed-4m) at (0.00, 0.00, 2.00) facing (0, 0, 1); south (seabed-4m) at (0.00, 0.00, -2.00) facing (0, 0, -1); east (seabed-4m) at (2.00, 0.00, 0.00) facing (1, 0, 0); west (seabed-4m) at (-2.00, 0.00, 0.00) facing (-1, 0, 0). Paved surface at Y 0.28 m over the shared silt bed; place against the silt modules for the edge of a drowned plaza. 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/36948/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

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

export function CrackedPavingModuleSunkenCityAndUnderwaterRuins(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/36948/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/36948/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/36948/v1/model.glb" alt="Cracked Paving Module (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/36948/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/36948/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/sunken-city-and-underwater-ruins-cracked-paving-module-b07aa399 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.