3D Models
3D models required for the co-op open world game's city scene, with technical specifications for delivery into Godot 4.6.
This page contains all the 3D models needed for the video game. Content is likely to change as requirements shift. 3D model requirements might be a bit general; this should allow the designer some room of flexibility.
Here is a low poly version.
City
Below are the 3D models that are required for the city scene.
- Skyscraper Models
- A couple of models for skyscrapers. Just two or three models, and they can be very similar.
- At least one of the skyscraper models should be 100 floors.
- All of the skyscrapers don't need a complete interior. They should just have at least a ground floor, an elevator, and a couple of floors (two or three) on various levels. Those floors will need interiors with a hallway, and at least one apartment. Everything else doesn't need an interior.
- It would be nice if various models had different ground floor shops. No interiors needed for them.
- Shopping Mall
- This will need a more complete interior, but a lot of the interior space can be left empty. Don't need any decorations or anything. Just the bare minimum interior.
- Doesn't need to be a massive mall. Two floors is good, and various size stores within the mall.
- Needs a parking deck. Again, just something bare minimum; two floors is good.
- Police station with an interior.
- School with an interior.
- A government building with an interior. This can be like a town hall.
- Apartment Complexes
- I'm thinking just up to 8 or so floors.
- Also doesn't need interior for most of the space.
- Only interior is for the ground floor, and maybe one or two apartments. Elevator needed as well.
- Simple two way road models.
- Traffic lights
- Simple sidewalk models.
Technical Specifications
These specs apply to every model on this page unless a section above says otherwise. They exist so the models drop straight into the game engine (Godot 4.6) without rework — please read them before starting.
- Delivery format
- Deliver as glTF 2.0 (.glb) or a native Blender (.blend) file. Please avoid FBX and OBJ where possible, but they're also acceptable if necessary. I've worked with both of those in previous projects, and they were fine in most cases.
- Include textures with the model (embedded in the .glb, or packed alongside the .blend).
- Scale and orientation
- Model to real-world scale: 1 unit = 1 meter. The up axis is +Y and forward is -Z.
- Human reference: the player character is about 1.8 m tall. Every interior must be comfortably walkable for a person that size.
- Interior minimums: door openings at least 1 m wide and 2.1 m tall; ceilings at least 2.5–3 m; hallways and stairs wide enough for a 1.8 m person to pass.
- Origins and pivots
- Buildings: place the origin at the base, centered on the footprint, sitting on the ground (Y = 0), with a consistent front-facing direction.
- Roads, sidewalks, and other tiling pieces: place the origin so pieces snap together on a shared grid. Proposed grid size is 4 m — let me know if that doesn't suit the road width.
- Moving parts — elevator cars, doors, shop shutters — must be separate objects with the pivot on the hinge or travel axis, so they can be animated in the engine.
- Modularity (especially the city)
- Prefer modular kit pieces over single monolithic buildings: reusable wall and floor sections, plus road pieces (straight, corner, T-junction, crossroads) with matching sidewalk segments.
- Kit pieces should share dimensions so they can be mixed and repeated to build plenty of variety from a small set.
- Polygon budget
- Guide ranges (flexible): skyscraper exterior shell 5k–15k triangles; a furnished interior floor 10k–30k; small props 200–2k.
- No need to create LOD (level-of-detail) versions — the engine generates these automatically on import.
- Collision
- Please do NOT model separate collision meshes — collision is generated in-engine.
- Just keep the geometry clean and watertight (manifold) so the auto-generated collision behaves well.
- Materials and textures
- Use a PBR workflow: albedo (base color), normal, roughness, and metallic maps. Packing roughness/metallic/AO into a single ORM texture is ideal.
- Keep the number of distinct materials low. Share texture atlases or trim sheets across many buildings so they reuse a handful of materials.
- Texture resolution cap: 2K for large surfaces, 1K or smaller for small props. Aim for consistent texel density.
- Naming and delivery
- Use simple, consistent names, for example bld_skyscraper_a, road_corner, elevator_door.
- Any base or downloaded assets must be licensed for commercial use (these games are sold) and their source files included. List credited assets on this workspace's "Credits and Attributions" page. Any website I've used before for 3D models will have a section for an item where they mention the allowed use of the item. Some authors do now allow the use of their items in products that are for profit, so we can't use those.
- Art direction (to confirm)
- The working reference is the low-poly city linked at the top of this page. Yomen to confirm the final target style (for example low-poly vs. stylized-realistic) and whether it should match the look of the existing Bluebird games.
- Out of scope for now
- No furniture-level interior detailing or decoration beyond the bare minimum already described.
- No interiors for buildings that are not explicitly listed above.
Part of: Co-op Open World Game