Brutalist Stacked Tower 005

$34

Formats (3)
Free file format Conversions available
Native | Blender 5.2 | Cycles Render 5.2
OBJ
FBX
Other Files
005_Brutalist_Stacked_Tower_textures.zip
Specifications
Publish Date November 04, 2026
Product ID 2647224
Polygons 2,664,268
Vertices 2,992,050
Polygonal Quads/Tris Geometry
Textures
Materials
UV Mapped
Mixed Unwrapped UVs
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Description

Summary

Brutalist stacked tower of interlocking concrete volumes rising to 19 storeys over two low podium wings, with a cantilevered upper block. A precast concrete frame facade wraps most of the blocks, with folded diamond-fin lattice blocks set between them, all over full-height glazing. Two lifted blocks sit on concrete pilotis over an open ground floor, while the rest of the facade runs down to the ground. Roof terraces, internal stair cores and full interior floors. World scale (approx. 72 x 72 x 77 m). Designed for urban, dystopian, or architectural projects.

Features

Precast Facade: repeating precast concrete frame modules over full-height glazing, with folded diamond-fin lattice blocks for contrast.

Pilotis and Ground Floor: two raised blocks stand on a grid of concrete pilotis, wider at ground level, under lit folded soffit panels; the other blocks are enclosed down to the ground.

Roof Terraces and Voids: exposed roofs and terraces edged with steel railings, plus internal light wells railed at every level.

Stair Cores: four dog-leg concrete stairs rising through the internal voids, up to 19 floors, with floor uplights along every landing and flight.

PBR Materials: 4K concrete, glass, polished metal and light textures, 2K metal, with emissive light fixtures.

Centred Placement: model centred on the world origin with its base at ground level.

Technical Specs

Geometry: 2,664,268 polygons (4,854,750 triangles), 2,992,050 vertices. Quads and tris, no n-gons.

Textures: 4K (4096 x 4096) and 2K (2048 x 2048).

PBR Maps: Albedo, Normal, Roughness, Metallic, AO, Height, Emission, Transmission.

UVs: Unwrapped, plus a non-overlapping second UV channel for lightmaps.

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