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DCC Bridge
Anonymous1768950351
01-20 23:34
Model Name
modular base 3d model
Tags
architecture
architecture game asset
architecture game asset realistic
architecture realistic
foundation
game asset
game asset realistic
modular
realistic
Prompt
The Base represents a persistent human foothold in the world. It is not a single building. It is a functional compound composed of structures, systems, and identity. The base visually communicates: • Control • Continuity • Investment • Survival through organization ⸻ 1. Concept Overview Entity Type: Player-Owned World Structure / Compound Theme: Utilitarian survival infrastructure evolving toward stability Role in World: • Squad origin point • Resource processing • Integration hub • Visual expression of player identity Tone: • Grounded • Maintained • Practical • Hopeful through order, not luxury ⸻ 2. Structural Philosophy (Critical) The base is a stage-set structure, not a fully enclosed object. Because the camera: • Is fixed • Is slightly north-tilted • Never rotates 👉 The base is only ever designed to be seen from: • Top • Southeast • Southwest Rear-facing geometry does not require detail. ⸻ 3. Overall Geometry & Footprint Base Footprint: • Modular grid-aligned foundation • Example sizes: • Early base: 8×8 • Mid base: 10×10 • Late base: 12×12+ Structure Layers: 1. Foundation pad 2. Perimeter (walls / berms / fencing) 3. Internal buildings 4. Roof & silhouette elements The base should feel: • Anchored • Intentional • Expandable ⸻ 4. Perimeter Design Purpose: • Visual boundary • Defensive implication (not tactical detail) Design Rules: • South & East walls detailed • North & West walls may be simplified or omitted • Height: waist-to-chest high relative to troops • No battlements, turrets, or weapon mounts Materials: • Reinforced concrete • Earthworks • Modular panels • Sand-filled barriers ⸻ 5. Internal Building Language Buildings within the base: • Are modular • Serve a clear function • Do not overlap silhouettes unnecessarily Common Visual Traits: • Rectilinear forms • Flat or gently sloped roofs • External piping, vents, antennas (roof only) • Clearly readable shapes at mid-zoom No interior modeling required. ⸻ 6. Roof & Silhouette (High Priority) Because the camera favors top-down views: Roofs must do the work. Use: • Vents • Solar arrays • Antennas • Ducting • Power housings Silhouette elements should cluster toward: • South • Southeast • Southwest ⸻ 7. Decoration Integration (Locked) Decorations: • Attach only to visible surfaces • Never require camera rotation to be seen • Are toggleable (on/off) Decoration Channels: • Roofline • Perimeter edge • Central plaza / mast • Building facades (SE/SW only) Decorations change: • Base appearance • World-map representation They do not affect gameplay stats. ⸻ 8. Materials & Finish Palette: • Concrete gray • Muted steel • Faded paint accents • Dust accumulation Wear State: • Maintained • Functional • No rust-bucket collapse • No pristine luxury This is a base that works. ⸻ 9. Animation & Life (Minimal) • Idle environmental motion only: • Antenna sway • Light flicker • Steam venting • No combat animations • No destruction animation If decommissioned: • Lights dim • Activity ceases • Structure remains ⸻ 10. Camera & Optimization Rules Visibility: • Detail priority: 1. Top 2. Southeast 3. Southwest • Rear geometry may be: • Flat • Low-detail • Omitted Optimization: • Backfaces culled where possible • Texture density biased toward visible faces • Decals favored over geometry ⸻ 11. Technical Targets (Mobile-Friendly) Triangle Budget (Entire Base): • LOD0: 4,000–8,000 tris (depends on size) • LOD1: ~50% reduction • LOD2: Silhouette + color blocks only Textures: • Shared trim sheets across buildings • Decals for signage and wear • 1–2 atlases total preferred ⸻ 12. Canon Lock A base is a persistent, modular compound designed for clarity, stability, and player expression. It is only ever viewed from a fixed orientation and must never require camera rotation to read or function. ⸻ One-sentence summary (for collaborators) “The base is a modular, stage-set compound designed for a fixed camera—optimized for top and SE/SW views, expandable over time, and visually expressing order and survival.”
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