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DCC Bridge
Anonymous1758193738
09-18 11:55
Model Name
modern commercial building 3d model
Tags
architecture
architecture realistic
architecture rendering
architecture rendering realistic
realistic
rendering
rendering realistic
two story commercial building
Input
Prompt
Create a high-fidelity, photoreal 3D model from the provided reference images of a modern two-story commercial strip building (shop row). Primary goals: accurate architectural geometry, correct proportions, clean UVs, photoreal PBR materials and baked textures suitable for visualization (FBX/OBJ + textures). BUILDING GEOMETRY - Two-storey rectangular commercial building with a flat/low-sloped metal roof. - Ground floor: large full-height glass shopfronts with metal frames; upper floor: continuous ribbon windows with dark metal mullions. - Each shop unit should be modeled as a separate mesh named "shop_01", "shop_02", etc., including recessed entrance depth and planter boxes in front. - Include interior visible details: parked cars inside some units, internal stair in the rightmost unit. Cars can be low-poly placeholders but positioned and scaled correctly. - Include sidewalk, curb (black/white painted blocks), road lanes and markings, and a narrow pedestrian pavement strip in front of shops. - Surrounding green area with trees/grass visible in reference images; include as low-poly environment to match photos. MATERIALS & TEXTURES (PBR) - Provide realistic PBR materials and baked texture maps for each mesh: Albedo (Diffuse), Normal, Roughness, Metallic, Ambient Occlusion. - Recommended texture sizes: main façade and large assets 4096x4096; secondary assets 2048x2048 (downscale if necessary). - Glass: slightly tinted, high reflectivity, correct Fresnel; enable transparency and reflection cubemap/HDRI-based reflections; interior cars faintly visible through glass with some glass reflection highlights. - Metal frames: dark anodized metal (metalness ~1.0, roughness medium-low). - Roof: standing-seam metal with subtle specular & normal detail. - Sidewalk: concrete tiles with subtle grout normal map; curb must have painted black/white pattern as seen. - Planter boxes: wooden or painted concrete material with small potted shrub geometry and alpha-tested leaves. SIGNAGE & DECALS - The signage text "DÜKKAN" above each shop must be modeled as a slightly extruded/debossed sign or high-quality decal. Provide an emissive or reflective material option so it reads well in renders. - Match font to a clean, bold sans-serif uppercase look. Keep all accents (Ü) correctly represented. SCALE & UNITS - Output must use metric units (meters). If no exact measurements provided, assume: - Ground floor height = 4.0 m - Upper floor height = 3.5 m - Typical shop width ≈ 5.5 - 6.0 m (maintain photo proportions) - Roof parapet and sidewalk heights modeled proportionally to these values OUTPUT & OPTIMIZATION - Provide two export sets: 1. High-detail baked mesh (high poly) with full-resolution textures (suitable for render/close-up). 2. Clean retopologized low-poly version for real-time use (LOD0 ~200k tris, LOD1 ~50k, LOD2 ~10k) with baked normal/AO textures. - File formats: FBX (main), OBJ (optional), GLTF/GLB (for quick web preview). - UVs: non-overlapping, 0-1 UV space per material where possible; lightmap UVs or second UV channel for baked AO/lightmaps. - Naming: use clear names (building_main, roof, shop_01_glass, shop_01_frame, planter_01, curb, road, car_01, tree_01). - Include a separate set of maps for glazing transparency mask and for emissive signage. LIGHTING & ENVIRONMENT - Bake textures using neutral midday HDRI (approx. 5500K), sun angle similar to reference images (soft long shadows from one side). - Provide a viewport preview scene / simple .blend or .fbx scene with HDRI and a sun directional light to replicate the image lighting. PHOTOGRAMMETRY / ALIGNMENT NOTES - Use multi-view photogrammetry techniques: align reference images, generate dense point cloud, build mesh, bake textures from photos. - Mask out sky and extremely reflective moving objects if photogrammetry fails; use photos to paint albedo where missing data occurs. - Preserve the glass reflections from photos but do not bake moving reflections (cars on road) as static if they cause ghosting. ADDITIONAL - Deliver a short README describing scale assumptions and names of exported files. - Provide preview renders: one orthographic front, one 45° isometric/axonometric, one top-down, and one close-up of signage & glass.
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