# Weathered Relief Panel (Sunken City and Underwater Ruins)

Carved wall panel 2.5 m wide and 2 m tall standing on its own footing, the face worn and one top corner gone, with coral at its foot.

- **URL:** https://3dassets.dev/assets/sunken-city-and-underwater-ruins-weathered-relief-pane-563dd17d
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/36968/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/sunken-city-and-underwater-ruins-weathered-relief-pane-563dd17d
- **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:** 864 triangles, 2,592 vertices, 4 meshes, 4 materials, 0 textures
- **Size (m):** 2.5 × 2.151 × 1.02
- **Animations:** none
- **File size:** 0.04 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5

## About

Carved wall panel 2.5 m wide and 2 m tall standing on its own footing, the face worn and one top corner gone, with coral at its foot. Dimensions 2.50 by 2.15 by 1.02 m (X by Y by Z). Metre units, +Y up, +Z front, origin on the footprint at seabed level. The carving is invented abstract ornament laid out from a seeded sequence. It is not a script, a portrait or an emblem of anything real. 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/36968/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

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

export function WeatheredReliefPanelSunkenCityAndUnderwaterRuins(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/36968/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/36968/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/36968/v1/model.glb" alt="Weathered Relief Panel (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/36968/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/36968/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/sunken-city-and-underwater-ruins-weathered-relief-pane-563dd17d · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.