# Tournament Shield (Swords, Shields and Melee Arms)

A large flat tournament shield with a lance notch cut in the top corner, painted in yellow and blue halves with a riveted border. Standard medieval game asset for adventure and RPG projects.

- **URL:** https://3dassets.dev/assets/swords-shields-and-melee-arms-tournament-shield-955ebe2a
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/38918/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/swords-shields-and-melee-arms-tournament-shield-955ebe2a
- **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:** Weapons & Tools
- **Tags:** Medieval, Realistic
- **Geometry:** 4,732 triangles, 2,738 vertices, 7 meshes, 7 materials, 0 textures
- **Size (m):** 0.742 × 0.118 × 0.982
- **Animations:** none
- **File size:** 0.07 MB
- **Downloads:** 1
- **AI used (contributor-reported):** yes; model: Muse Spark via T3 Code

## About

A large flat tournament shield with a lance notch cut in the top corner, painted in yellow and blue halves with a riveted border. Dimensions 0.742 x 0.118 x 0.982 m (X x Y x Z). Origin at the footprint centre, lying face up on y = 0; metre units, +Y up, point toward +Z. Static weapon: there is no moving part to rig. A hinge, a fold, a strap or a scabbard is a linkage, a flexible body or a separate object rather than a single rigid node transform, so none is faked here. Static geometry: no rig or animation. Polished steel, wrought iron, brass, leather, oak, madder red, woad blue, ochre yellow, bone white, charcoal black, rubble stone and lime plaster. Physically based flat colours with no texture maps. Original invented design: no real maker, crest, inscription or marking is represented. Free 3D model for Unity, Godot, Unreal, three.js and Blender. No 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/38918/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

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

export function TournamentShieldSwordsShieldsAndMeleeArms(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/38918/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/38918/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/38918/v1/model.glb" alt="Tournament Shield (Swords, Shields and Melee Arms)" 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/38918/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/38918/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/swords-shields-and-melee-arms-tournament-shield-955ebe2a · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.