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Modern Modular City Blender Cycles

Note: If you import this city in an application that does not support adaptive subdivision or displacement, the building materials will look flatter than the rendering of this product (but there is still lighting detail from the displacement map in all building materials).

This is a fictional city with a modeling workflow comparable to the program generated workflow. This allowed me to effectively create over 2000 unique shapes and sizes of buildings for this city.

The structure is a grid road system, but the city blocks are very large to allow for many walking/biking paths between buildings.

Approximately 25% of the total land use is public parkland.

All building facades and roofs use an adaptive displacement system to achieve a realistic 3D effect of the details. This means that each building calculates how many pixels it takes up in the rendering and adjusts the geometry accordingly, making this a very optimized city due to this approach.

To further optimize the rendering time and memory usage, I made all the textures as small as possible (there is also an unoptimized development version in the file, but I don’t recommend using this one).

A system with 16GB of RAM should be more than enough for normal resolution rendering. Most of the time, it uses less than 8GB of memory (although I even rendered an 8K image).

Trees are generated via a particle system, so it’s easy to edit the number of trees you want.

This product contains a fully connected city and a separated city, so you can put together your own modular city.

All the building textures were uniquely developed for this product.

This city has modern buildings, classical buildings, skyscrapers, industrial/warehouses and mansions.

Everything is rendered on an RTX2070 with 8GB of video memory, so if you have a graphics card that may not have enough memory, you can always render on the CPU. The lighting of the scenes is not complicated, so it won’t be much slower than the rendering time of other projects.

Blender’s files are completely set up for Cycles rendering.

  • Lighting is achieved with HDRI and an extra sunlight to make the city look more alive.

City with trees.

-Number of objects. 12 + 30.000 Particle trees

  • Total number of particles. 5,958,182
  • Total number of aggregates: 2,662,259 quads / 5,351,546 triads

Cities without trees.

  • Number of objects. 12
  • Total number of decimal points: 678,182
  • Total number of aggregates: 547,259 quads / 1,061,546 triads

  • All renders are in 4K, made with RTX2070 (8GB and OPTIX on) and took about 4 to 6 minutes (128 samples and denoising).
  • All materials with textures use normal maps. (All façade textures use displacement only).
  • The trees were generated with a particle system. (If you import FBX, it will see all these trees as a single object.
  • The city configured in the render is about 3bij 3KM.
  • The tallest skyscraper is 650 meters tall.
  • All assets that use textures have a seamlessly generated UV map, using the box projection method.
  • Each asset is named
  • Rendering is done in Blender Cycles.
    -All files are exported from Blender with default settings
    -All parts are low to medium poly, so it can be used for game development, rendering, animation, environments, VR, product presentation, education, personal projects and large models for commercial projects.

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