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Anonymous1760693475
11-29 13:27
Model Name
hotel building 3d model
Tags
architecture
architecture realistic
architecture rendering
architecture rendering realistic
hotel building
realistic
rendering
rendering realistic
Prompt
Create a complete, fully-detailed 3D model of a modern mid-rise city hotel specifically designed for a 2.5D cinematic game with a fixed front-facing camera. The front side of the building must be fully visible and cleanly readable from the street, while the sides and back are simplified. The camera angle of the game is slightly elevated (10–15 degrees), following the player horizontally across the building frontage, so the model must be optimized for this view. Building structure: – 10 floors total. – Each floor has a repeating window pattern. – Ground floor is unique and more detailed (main entrance, lobby area). – Two visible elevators inside the lobby area (doors only). – Emergency stairs door visible from the outside. – Dynamic-looking facade with modern materials (concrete, glass, metallic frames). – Add slight asymmetry to avoid repetition. Exterior details (front): – Wide sidewalk with curb. – Two large entrance pillars. – Hotel name sign with warm lights. – Rotating door or sliding glass doors. – Exterior lamps on both sides of the main door. – Security camera near the entrance. – Metal trash bin. – A street lamp. – One taxi parked in front (optional). – Smoke/steam vents on the ground (simple mesh placeholder). – A medium-sized tree or vertical banner on the left side. Weather interaction geometry: – Add simple wide overhang above main entrance for rain effect. – Add balcony ledges and window frames that can cast shadows during rain or storms. – Keep the roof accessible for gameplay. Rooftop details: – Water tanks, ventilation units, AC boxes, pipes. – Antennas, small helipad marking (optional). – Small door leading to the roof. – Safety rails. Interior, visible through front windows: – Some windows dark, some lit with warm light. – Some silhouettes of people or environment (as flat planes). – At least one room messy (hint of crime scene). – Curtains, blinds, slight variety per window. Lobby interior (visible from front door or glass walls): – Reception desk. – Decorative plants. – Two elevators. – Seating area. – Small rug and floor details. – CCTV monitor stand (just visible). Gameplay-necessary elements: – Clean horizontal navigation lane in front of the hotel for the player. – Slightly extended street area for parallax and depth. – Simplify back and sides of the building because camera never rotates. – Maintain clean topology for game import (Unity/Godot friendly). – Avoid unnecessary polygons on hidden areas. Art style: – Dark, moody, cinematic; inspired by INSIDE + minimal realism. – Slightly stylized proportions. – Works well with night lighting and rain FX. Output requirements: – One complete building mesh. – Separate meshes for: • windows • doors • rooftop units • street props – UV mapped and textured. – No extreme PBR required, normal and roughness maps preferred. – Keep scale close to real-world measurements.
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