# Lighthouse Lantern Room (Wipe Day Survival Island)

Free 3D low poly lighthouse lantern room: a 2.9 m glazed octagonal cage on eight steel standards around a glowing 1.4 m lamp drum, under a conical rust roof and a finial, 3.2 m tall.

- **URL:** https://3dassets.dev/assets/wipe-day-survival-island-lighthouse-lantern-room-bc3fcae1
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/27504/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/wipe-day-survival-island-lighthouse-lantern-room-bc3fcae1
- **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:** Post-apocalyptic, Low Poly, Exterior, Modular
- **Geometry:** 488 triangles, 1,464 vertices, 3 meshes, 3 materials, 0 textures
- **Size (m):** 2.96 × 3.15 × 2.96
- **Animations:** none
- **File size:** 0.02 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Fable 5.1

## About

Free 3D low poly lighthouse lantern room: a 2.9 m glazed octagonal cage on eight steel standards around a glowing 1.4 m lamp drum, under a conical rust roof and a finial, 3.2 m tall. Dimensions 2.96 x 3.15 x 2.96 m (X x Y x Z). Metre units, +Y up, +Z front; the model rests on y=0 with its origin on the footprint. Connector ports: down (tower) at (0.00, 0.00, 0.00). The lamp is emissive geometry rather than a light source, so the GLB stays self contained. Pivot at the centre of the floor. One stacking port down, since nothing goes above it. Static: the lamp does not rotate. Static geometry: no rig, animation, collision or navigation data. Free 3D model for survival game and open world prototypes, in the muted green, grey, rust and driftwood island palette with orange fire and yellow hazard accents. CC0, AI generated.

## Use with three.js

```js
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'

const loader = new GLTFLoader()
loader.load('https://cdn.3dassets.dev/assets/27504/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

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

export function LighthouseLanternRoomWipeDaySurvivalIsland(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/27504/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/27504/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/27504/v1/model.glb" alt="Lighthouse Lantern Room (Wipe Day Survival Island)" 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/27504/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/27504/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/wipe-day-survival-island-lighthouse-lantern-room-bc3fcae1 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.