A retro low-poly Soviet five-storey panel apartment building in PSX/PS2 style: 6,524 triangles, three small texture atlases and unfiltered, pixelated textures. Includes Blender, FBX and glTF (GLB) files.
A tribute to the iconic Soviet “Piatietazhka” - the five-storey prefabricated panel apartment blocks mass-produced across the USSR in the 1960s and 1970s. The model captures the cold, modular logic and industrial uniformity of the Eastern Bloc’s “panel boom” era.
Built in a PS1/PS2-era visual style: low-poly geometry, small low-resolution textures and nearest-neighbour (unfiltered) texture sampling for crisp, pixelated surfaces.
Perfect for
Retro horror and survival-horror games
“Doomer” atmospheres, post-Soviet settings and liminal spaces
Lo-fi and stylized architectural visualization
Background buildings and level dressing in PSX-style scenes
Key features
Single static mesh: 6,524 triangles, 3,876 vertices
Real-world scale: 69.7 m x 14.6 m x 17.3 m (L x W x H), 1 unit = 1 meter
Four entrances with canopies, recessed window bays, balconies on several bays, rooftop ventilation blocks and a ground-level blind area around the base
3 materials with 3 base-color texture atlases (PNG): walls 1024x1024, roof 256x256, blind area 256x128
Nearest-neighbour filtering preconfigured (Closest in Blender, NEAREST in glTF)
Wall material uses alpha clip (masked) transparency
Pivot at the center of the base, base on Z = 0, Z-up, transforms applied, no modifiers, no unused materials or textures
Technical details
Geometry: 6,524 triangles / 3,876 vertices / 3,294 polygons (3,230 quads + 64 triangles)
Objects: 1 mesh. Materials: 3. Textures: PNG, base color only; the wall texture has an alpha channel
UV: 1 channel; UVs tile (repeat) on part of the surfaces; no lightmap UV
Rig / animation / LODs / collision: none
Exterior shell with open surfaces (not watertight), so add your own collision
Included files
Blender (.blend), Blender 3.6, textures packed
FBX (.zip), FBX 7.4 binary with 3 PNG textures in the same folder
glTF 2.0 (.glb), textures embedded, nearest sampler, alpha mask preset
Usage notes
For the pixelated look use nearest/point filtering: Unreal Filter = Nearest (or Texture Group “2D Pixels (unfiltered)”), Unity Filter Mode = Point, Godot Texture Filter = Nearest.
FBX does not store the alpha-clip setting: set the walls material to Masked (Unreal) or Alpha Clipping (Unity) and use the texture alpha. The Blender and GLB files already have this set up.
Keep texture wrap mode on Repeat.
Not included: Only the building. The background, lighting, camera and the wireframe copy in the gallery are presentation only. Gallery images were rendered in Blender (EEVEE).