This package includes a set of Swiss-made buildings with simple, detailed realism, full PBR, and parallax occlusion interiors. The buildings are designed for direct use in games, XR, VFX, and Simulation. They are consistent and compatible across all content, making them ideal for urban environments.
MODEL SPECIFICATION
Production units: [cm]
Production geo. coord. system: Left-handed (DirectX), yUp
LODs: 4
MATERIAL & TEXTURE SPECIFICATION
Textures: PBR: metal / roughness; up to 8k/atlases; optimized
Textures: Merged grayscale textures into RGBA TGA.
Channels: albedo, emission, metal, roughness, normal, opacity, alpha, geometry-AO, material-AO, dirt
Texel density: ~200 tx/m
Normals: Tangent space, left handed (DirectX)
File format: TGA, 8bit, RGB, RGBA
Interpreted color space: sRGB: albedo/emission. Linear: metal, roughness, normal, opacity, alpha, geometry-AO, material-AO
vrbn studios based naming convention
QUALITY
All our 3D content is manually tested. If you find anything out of order or you have questions, please contact us.
UNITY 3D SPECIFICATION
Supported render pipeline: URP
Supported rendering paths: Deferred and Forward
Ray tracing is currently not supported. We’re working on it.
Each building consists of 4 optimized LOD meshes, incl. setup.
The buildings ship with a collision mesh.
Draw call optimized by using texture atlases.
Building Prefab location: Assets/vrbn_studios/..productionID../..countryID../buildings/prefabs
Dirt intensity: There is a dirt slider on the building’s prefab that allows you to alter the dirt intensity in real-time.
Emission intensity: On buildings’ prefab there is an emission intensity float that allows you to alter the emission intensity in real-time.
Interior mapping: If you bought the interior mapping option for your buildings then there is an interior mapping toggle on the building’s prefab with which you can enable/disable the parallax occlusion effect in real-time.
In deferred rendering the glass normals might have small compression artefacts.





