Modern office building
Six-storey HQ block: recessed ground-floor colonnade, banded curtain wall, expressed precast circulation core, glass entrance canopy on tension rods, screened roof plant deck.
612 objects58,724 tris
Five industrial buildings modelled to real-world scale in Blender and shipped in four formats. Every rib, slat, rung, mullion and seam is real geometry rather than a normal map, so the models hold up in close-range shots and under raking light.
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Every figure below is read from the archive you download, not typed.
Six-storey HQ block: recessed ground-floor colonnade, banded curtain wall, expressed precast circulation core, glass entrance canopy on tension rods, screened roof plant deck.
612 objects58,724 tris
Portal-frame distribution shed: ribbed cladding with a coloured skirt, standing-seam roof with rooflight strips and ridge vents, seven-bay raised loading dock under a cantilevered canopy, drive-in door, two-storey office annex.
904 objects153,496 tris
North-light works: load-bearing brick with expressed pilasters, six-bay sawtooth roof with consistent glazed faces, valley gutters and downpipes, tall multi-pane steel windows, boiler house and a 26 m tapered brick stack.
1,511 objects149,892 tris
Heavy-steel fab hall: two full-height roller doors, roof fume extraction, a wall-mounted slewing jib crane, office block, and an 18 m-span goliath gantry crane running on rails down a stocked steel yard.
827 objects126,004 tris
Complete bulk terminal: four silos on braced support skirts with discharge hoppers, truck load-out bay, headhouse with bucket elevator, inclined intake conveyor, horizontal distribution gallery, baghouse dust collector and control building.
1,896 objects140,284 tris
Triangle counts are for the whole assembled asset including site
elements. Delete the site collection for a building-only
count. All meshes are quad/n-gon based and triangulate cleanly.
The parts a spec sheet usually leaves out.
On top of the image maps, the Blender materials layer a height-driven grime wash and geometry-pointiness edge wear. That is what you see in the preview renders above.
glTF, FBX and OBJ can only follow a direct image link, so each material's tint is baked into a dedicated albedo texture at export and colours match the previews. The grime and edge-wear layers are not baked. For the weathered look in-engine, open the .blend and bake, or add your own wear pass.
Doors, shutters, the gantry crane and the silo load-out spouts are the main movement. The rooftop fans are genuinely small against a six-storey block and easy to miss on a first pass. Beacons animate light energy, so they show in a render but not in solid viewport shading.
Unity: import the .fbx with Convert Units on. Unreal: .fbx with uniform scale 1.0 and Convert Scene Unit ticked, since Unreal is cm-based. Godot, three.js, web: use the .glb, which carries geometry, PBR maps and animation in one file.
Bought once, used for as long as you like, in commercial work included.
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