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Building a city street, one 2-meter block at a time

Behind the scenes4 min read

Behind the scenes of City Street, our new low-poly 3D pack: the measurements that came before the models, what the demo scene taught us and what is in the box.

The City Street bus stop being edited in Blender, inside the demo street scene

After Modern Interior, the next question was simple: what’s outside the window? City and street assets are one of the most wanted themes on itch.io, and there aren’t many low-poly packs that cover a whole street (buildings, roads, signs, furniture and cars) in one consistent style. So that became our next project: City Street, 60 models that snap together into a street you can drive and walk through.

One piece to set the style

Before making 60 models we made one: the bus stop. It has a bit of everything the pack needs (steel profiles, glass, a wooden bench, a swappable ad panel and a sign), so it locked the bevel size, the line thickness and how strong the colors get. Once it looked right next to a sidewalk tile, everything else followed its rules.

The bus stop in wireframe over flat shading, 994 triangles, next to the shared color palette and the pack's scale rules
The bus stop that set the style, next to the kit's rules.

Rules first, models second

A kit only works if the pieces agree on a few numbers, so we fixed those before modeling:

  • 2 m grid for facades and sidewalks, 6 m road tiles (two 3 m lanes)
  • 3 m per story, so the Modern Interior rooms fit inside the buildings
  • Asphalt at height 0, curb at 0.15 m: every prop sits on the sidewalk without guessing
  • One shared palette texture, and it’s the same palette as Modern Interior, just with extra street colors in the empty cells. Both packs can share one material in the same scene
The demo street appearing piece by piece: roads, the building, street furniture and cars
The demo street, built piece by piece from the kit.

The street taught us a few things

The best test was building the demo scene and looking at it like a player would. It caught real problems:

  • Parking ate a traffic lane. Our first “road with parking” tile turned one of the two lanes into parking spots, so cars on that side had nowhere to go. We replaced it with a parking bay that takes the place of a sidewalk row: the road keeps both lanes, and the sidewalk gets wider behind it.
  • Signs faced the wrong way. We had them facing the street, but drivers need to see them as they approach. Now every sign and traffic light in the demo faces the oncoming traffic, and the README explains the rule.
  • The gas station had no way in. A pedestrian ramp is too narrow for a car, so the pack gained a proper driveway with a lowered curb.
  • Buildings were just a front. The first demo only had the street-facing facade. Now the building is closed on all sides and gets a roof slab and rooftop AC units, so it holds up from any angle.
The camera circles the low-poly gas station, with pumps, canopy, kiosk and tires
The gas station: pumps, canopy, price totem, kiosk, tank and tires, with a made-up brand and no text.

Day and night

Street lamps, wall lights, shop signs and the gas station canopy have emissive lights. Switch to the night palette and the whole street changes mood with one texture swap.

The same street switching from the day palette to the night palette, with lamps and signs lit
The same street with the day and the night palette.

What’s in the box

  • 60 models: modular facades, road and sidewalk tiles, lights and signs, street furniture, a full gas station, three boxy cars and geometric plants
  • 30 to 994 triangles per model, about 16,600 for the whole pack
  • GLB, FBX and OBJ, plus .blend sources and a demo scene with the street and the gas station
  • 4 color palettes: default, night, pastel and retro/PS1
  • A free sample with 15 models to try in your engine first
Low-poly cars driving through the demo street
Traffic on the demo street.

City Street is coming soon to itch.io. If you’re making a city builder, a delivery game, a cozy town or a driving prototype, we’d love to hear what pieces you’d want next.

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