Please critique my approach to modelling post apoc buildings:

Kind thanks for the interest. Here is the one I’m working on right now. This is per-destruction which will involve a collapse of about 50% of the building floorspace, mostly from the upper floors and lot of holes. This is why the upper floors are mostly empty right now. Google maps source is here:

I’m only just starting to add materials now in unreal. It ‘fits’, but since I have about 300-400 objects which are combines I get crashes on import frequently, so I just ‘join’ in blender to get around that. I haven’t gotten around to working out if Collections fixes this or not… I’m thinking, probably not.



I tried turning on nanite… but ahh, it didn’t like the model at all, and randomly moved verts around. Even single rectangular columns that are not beveled yet get mangled, so, I guess that’s something else to work on.

I can imagine breaking up the model, perhaps in to floors, grid aligned so they snap back together, but, once I start collapsing floors and twisting the model in to a wreck, the concept of floors will go away.

Obviously the whole model uses complex collision, no way around that. I plan on leaving plenty of occlusion planes in the geometry so when at ground level in the city you won’t be able to see much besides the street you are on. This model in unreal on my 3060ti\8GB seems to cost about 5fps, fully textured up close in a model consisting of almost all of the Sydney CBD. I’ll probably need nanite to work eventually to render more than a dozen bigger buildings.

A medium sized building about 6 floors across the road is about 35k polys. It’s empty apart from the internal stairwell.

So question is, since my approach not not using repeatable building sections (square floor tiles, single story columns, etc is this going to end in such calamity that I’ll have to throw the whole thing away 6 months from now when it’s totally unworkable? Thoughts?