# Sundial Plinth (Sunken City and Underwater Ruins)

Turned stone sundial plinth 1.46 m tall with a dished dial, twelve cut hour marks and a fixed bronze gnomon.

- **URL:** https://3dassets.dev/assets/sunken-city-and-underwater-ruins-sundial-plinth-4652e28b
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/36967/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/sunken-city-and-underwater-ruins-sundial-plinth-4652e28b
- **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:** Props & Furniture
- **Tags:** Fantasy, Low Poly, Exterior
- **Geometry:** 320 triangles, 960 vertices, 3 meshes, 3 materials, 0 textures
- **Size (m):** 1.24 × 1.46 × 1.24
- **Animations:** none
- **File size:** 0.02 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5

## About

Turned stone sundial plinth 1.46 m tall with a dished dial, twelve cut hour marks and a fixed bronze gnomon. Dimensions 1.24 by 1.46 by 1.24 m (X by Y by Z). Metre units, +Y up, +Z front, origin on the footprint at seabed level. The gnomon is a solid cut plate and deliberately does not move: a sundial has no mechanism. 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/36967/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

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

export function SundialPlinthSunkenCityAndUnderwaterRuins(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/36967/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/36967/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/36967/v1/model.glb" alt="Sundial Plinth (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/36967/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/36967/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/sunken-city-and-underwater-ruins-sundial-plinth-4652e28b · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.