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Tile based 3D Models

Find the best Tile based 3D Models, free download in STL, FBX, GLB, OBJ, 3MF, USDZ for 3D modeling and creation in Blender, 3D printing, game developing, animation, eCommerce, AR/VR and etc. Generated by Tripo AI 3D Generator.

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Modular straight road segment, cyberpunk style, neon glowing lane markings, dark asphalt or metallic surface, futuristic city vibe, low to medium polycount, 3D game-ready, edges aligned for seamless tiling with other road segments, no background, FBX or GLTF format, standard scale 1 unit x 1 unit, optimized for Unity, glowing pink, blue or green lane lines, subtle reflective surface
Anonymous1760010716
Create a stylized, game-ready 3D top-down arena battlefield inspired by Clash Royale. The model must be symmetrical along the center river and optimized for real-time use (game/engine-ready).
Layout & scale: grid-based arena 32 tiles (length, Y) × 18 tiles (width, X); treat 1 tile = 1 meter (final arena = 32 m × 18 m). Include a horizontal river cutting the battlefield in half at Y = 0. Place two wooden bridges crossing the river at the two lanes, positioned symmetrically left and right of center (bridges should be 2 tiles wide by default; allow an alternate 3-tile width variant).
Towers & placement: include the full set of towers (6 total): each player side has two Arena/Crown towers (left/right, nearer the river) and one King’s Tower centered behind them. Towers should occupy tile footprints consistent with in-game building sizes (base collision ~3×3 tiles). The King’s Tower sits behind the Arena Towers, centered horizontally.
Art style & materials: stylized / hand-painted cartoony look — saturated colors, soft silhouettes, painted normals rather than photo-real PBR. Provide PBR-ready maps (albedo, normal, roughness) but favor stylized shading. Materials: grass lawn with subtle tiling, stone walkway near towers, wooden plank bridges with visible seams, shallow water shader with subtle normal animation and Fresnel highlight.
Modeling & topology: low-to-mid poly, clean quad/tri topology, separate named sub-meshes: ground_base, river_plane, bridge_L, bridge_R, tower_king_L, tower_arena_L1, tower_arena_L2, 
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sameforopponent, props_decor_*. Provide simplified collision meshes (convex hulls) and LODs: LOD0 ~ full detail, LOD1 ~ 50% tris, LOD2 ~ billboard for distant camera. Target total tris for a game-ready scene: ~15k–40k triangles depending on detail level.
UV & textures: tile-based UVs for repeating ground textures; unique UV islands for towers and large props. Provide 2K (2048) textures as a minimum; 4K variant for hero renders. Bake high-res normals/AO into textures.
Output & naming: export as GLTF/GLB (preferred for web) and FBX for engine import. Include separate OBJ for each major asset. Name files logically (arena_ground.glb, bridge_left.fbx, tower_king_blue.fbx, tower_princess_blue.png, etc.).
Presentation renders: produce one orthographic top-down render (for blueprint), one 45° perspective hero render on a neutral grey background, and one turntable animation of the arena.
Notes: keep overall silhouette friendly for readability at small in-game camera distances; include a few interchangeable decorative props to reflect different arena skins (trees, torches, rocks). No text or logos
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асфальт модульный
Anonymous1775986816
가로 세로 높이 비율 1:1:0.375의  타일 폴리곤 수는 최대한 적게 하지만 모서리는 둥글게
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Enter invite code to get credits!