Minneapolis City 3D model
cgtrader
Human: 3D representation of Minneapolis City_USA brought to life with precision, using 2019 map data as its guide. Every road, railway, landmass, waterway, and building accurately crafted from real-world information. Buildings expertly positioned, mimicking their counterparts in reality with remarkable fidelity. Notably, buildings in areas where data is scarce are added on a random basis, varying in height to complete the scene. A well-organized hierarchy showcases objects of similar type together, while each item bears a proper name and material. UV maps remain tidy, unwrapped neatly for most items. Some, however, employ cubic mapping. Buildings derive from authentic data but may have random additions in regions where real-world details are missing. This virtual scene is comprised of the following groups/objects (some components might be absent based on the original dataset): - AERIALWAY - AEROWAY - aerodrome apron taxiway terminal - BARRIER - BOUNDARY - BUILDING - apartment building - farmhouse - hotel - house - detached residence - dormitory - terraced house - houseboat - bungalow - caravan - cabin - commercial space - office - industrial facility - retail outlet - HIGHWAY - motorway - trunk road - primary route - secondary road - tertiary street - unclassified lane - residential road - living street - service lane - pedestrian path - bus track - guideway - escape road - raceway - construction area - proposed route - rest area - HISTORIC landmark - LANDUSE - commercial zone - industrial district - residential area - retail center - MANMADE structures - bridge - NATURAL features - woodlot - tree rows - single trees - scrubland - heathland - moor - grassland - PLACE points of interest - RAILWAY systems - abandoned rail - under construction - disused tracks - funicular railways - light rails - miniature rail - monorails - narrow gauge railway - preserved heritage rail - subways - trams - WATERWAY systems - rivers - riverbanks - streams - dry water courses - canals - drains - fairways - docks - boatyards - dams - weirs - stream ends - waterfalls - lock gates You can effortlessly hide any layer/group to enhance visualization. The scene’s small size and minimal details make it quick to load, while changing materials is a straightforward process. Adding textures is equally easy, thanks to the unique materials available for each section. Scene scale: 1:1 Scene unit: centimeters. Note: No elevation data exists; bridges serve as placeholders. Real-world bridge shapes vary in size and design. Buildings’ heights match their real-world counterparts when possible, while missing details are randomly filled. Crossings and underpasses can be defined using provided bridge data. However, tree and vegetation are absent; adding them is easily done with the available data.
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