
3D Tokyo Shibuya Scramble Crossing Low Poly Model

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NOTE: DIGITAL DOWNLOAD, NOT A PHYSICAL ITEM

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Extended Use License
This item comes with our Extended Use Licensing. This means that you may use the model for both non-commercial and commercial purposes, in a variety of mediums and applications.
For full license terms, see our 3D Content Licensing Agreement
3D Model Details
Vendor: | Sourav 3D Creation |
Published: | Jun 10, 2025 |
Download Size: | 753.2 MB |
Game Ready: | Yes |
Polygons: | 483,960 |
Vertices: | 309,812 |
Print Ready: | – |
3D Scan: | – |
Textures: | Yes |
Materials: | Yes |
UV Mapped: | Yes |
PBR: | – |
Rigged: | Yes |
Animated: | – |
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Favorites: | 0 |
Likes: | 0 |
Views: | 117 |
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3D Tokyo Shibuya Scramble Crossing Low Poly Model
3D Tokyo Shibuya Scramble Crossing Low Poly Model
This 3D low poly model captures the iconic energy and unique urban landscape of the Tokyo Shibuya Scramble Crossing, optimized for performance in real-time applications such as games, simulations, architectural visualizations, or virtual reality environments. The "low poly" approach ensures efficient rendering while retaining recognizable features and the distinctive bustling atmosphere of this world-famous intersection.
Visual Description:
The model meticulously reconstructs the core elements of the Shibuya Scramble Crossing. Key features include:
Geometric Fidelity: A simplified yet recognizable representation of the major buildings surrounding the intersection, such as the Shibuya 109 building, Tsutaya, and the QFRONT building with its prominent Starbucks.
Road Network: The complex multi-directional pedestrian crossings and vehicle lanes are accurately mapped out.
Street Furniture: Essential street furniture like traffic lights, street lamps, and some basic signage are included, contributing to the scene's authenticity without excessive detail.
Simplified Vehicles & Pedestrians (Optional/Placeholder): Depending on the model's intended use, it might include basic, non-detailed placeholder models for cars and pedestrians to convey the sense of movement, or it might be designed to have these elements added dynamically by the user.
Color Palette: A carefully chosen, often desaturated or stylized color palette characteristic of low poly art, allowing for clear visual distinction while maintaining an appealing aesthetic. Textures are typically flat colors or simple gradients.
Technical Features:
Polycount Optimization:
Vertices: Typically in the range of 10,000 to 50,000 (depending on complexity and included surrounding elements).
Faces/Triangles: Roughly double the vertex count, often between 20,000 to 100,000 triangles. The emphasis is on keeping this number as low as possible for efficient rendering.
Texture Mapping:
Atlas Texture: Often utilizes a single, optimized texture atlas (e.g., 1024x1024px or 2048x2048px) to minimize draw calls and improve performance. This atlas would contain all the colors and simplified details for the entire scene.
PBR Workflow (Simplified): While "low poly," some models might still offer basic PBR (Physically Based Rendering) maps like Albedo (color) and optionally simplified Roughness or Metallic maps, often baked into the albedo or using very broad values.
No Complex UV Overlaps: UVs are typically unwrapped cleanly with minimal overlapping to ensure efficient texture use and light baking.
Materials:
Few Materials: The model is designed to use a minimal number of materials (often 1-3) to further reduce draw calls.
Unlit or Simple Shading: Often employs unlit materials or simple Lambert/Blinn-Phong shading to maintain the low poly aesthetic and performance.
Scalability:
Modular Design (Optional): Some models might be designed with a degree of modularity, allowing certain elements (e.g., individual buildings, street sections) to be separated or reused.
Clean Topology: Optimized for easy scaling and manipulation within 3D software.
File Formats:
Commonly provided in universal 3D formats such as:
.FBX (Filmbox): Widely supported across game engines and 3D software, preserving hierarchies and materials.
.OBJ (Wavefront Object): A simple, widely compatible format for geometry and UVs.
.GLTF/.GLB (GL Transmission Format): Increasingly popular for web and real-time applications due to its efficiency.
Rigging/Animation:
Generally None: A static scene model, not designed for rigging or animation, though individual elements could be animated by the user.
Origin/Pivot Point: Typically set at the center of the scene or the ground plane for easy placement and manipulation.
Units: Modeled to real-world scale (e.g., meters) for consistency in game engines and other applications.
This 3D low poly model captures the iconic energy and unique urban landscape of the Tokyo Shibuya Scramble Crossing, optimized for performance in real-time applications such as games, simulations, architectural visualizations, or virtual reality environments. The "low poly" approach ensures efficient rendering while retaining recognizable features and the distinctive bustling atmosphere of this world-famous intersection.
Visual Description:
The model meticulously reconstructs the core elements of the Shibuya Scramble Crossing. Key features include:
Geometric Fidelity: A simplified yet recognizable representation of the major buildings surrounding the intersection, such as the Shibuya 109 building, Tsutaya, and the QFRONT building with its prominent Starbucks.
Road Network: The complex multi-directional pedestrian crossings and vehicle lanes are accurately mapped out.
Street Furniture: Essential street furniture like traffic lights, street lamps, and some basic signage are included, contributing to the scene's authenticity without excessive detail.
Simplified Vehicles & Pedestrians (Optional/Placeholder): Depending on the model's intended use, it might include basic, non-detailed placeholder models for cars and pedestrians to convey the sense of movement, or it might be designed to have these elements added dynamically by the user.
Color Palette: A carefully chosen, often desaturated or stylized color palette characteristic of low poly art, allowing for clear visual distinction while maintaining an appealing aesthetic. Textures are typically flat colors or simple gradients.
Technical Features:
Polycount Optimization:
Vertices: Typically in the range of 10,000 to 50,000 (depending on complexity and included surrounding elements).
Faces/Triangles: Roughly double the vertex count, often between 20,000 to 100,000 triangles. The emphasis is on keeping this number as low as possible for efficient rendering.
Texture Mapping:
Atlas Texture: Often utilizes a single, optimized texture atlas (e.g., 1024x1024px or 2048x2048px) to minimize draw calls and improve performance. This atlas would contain all the colors and simplified details for the entire scene.
PBR Workflow (Simplified): While "low poly," some models might still offer basic PBR (Physically Based Rendering) maps like Albedo (color) and optionally simplified Roughness or Metallic maps, often baked into the albedo or using very broad values.
No Complex UV Overlaps: UVs are typically unwrapped cleanly with minimal overlapping to ensure efficient texture use and light baking.
Materials:
Few Materials: The model is designed to use a minimal number of materials (often 1-3) to further reduce draw calls.
Unlit or Simple Shading: Often employs unlit materials or simple Lambert/Blinn-Phong shading to maintain the low poly aesthetic and performance.
Scalability:
Modular Design (Optional): Some models might be designed with a degree of modularity, allowing certain elements (e.g., individual buildings, street sections) to be separated or reused.
Clean Topology: Optimized for easy scaling and manipulation within 3D software.
File Formats:
Commonly provided in universal 3D formats such as:
.FBX (Filmbox): Widely supported across game engines and 3D software, preserving hierarchies and materials.
.OBJ (Wavefront Object): A simple, widely compatible format for geometry and UVs.
.GLTF/.GLB (GL Transmission Format): Increasingly popular for web and real-time applications due to its efficiency.
Rigging/Animation:
Generally None: A static scene model, not designed for rigging or animation, though individual elements could be animated by the user.
Origin/Pivot Point: Typically set at the center of the scene or the ground plane for easy placement and manipulation.
Units: Modeled to real-world scale (e.g., meters) for consistency in game engines and other applications.