AIRELLUM

Airellum Objects / 001

Swiss Alpine Chalet 01

An original Swiss Alpine chalet exterior for architectural visualisation, games, advertising and realtime environments. Timber cladding, green shutters, stonework, a deep roof and a detailed balcony.

Release

1.0.0-rc2

Formats

BLEND · GLB · FBX

Overall extents

13.31 × 10.6 × 9.3 m

Status

Release candidate

Availability

Direct sale opens with the release

Swiss Alpine Chalet 01 from the front three-quarter: a two-storey chalet with a stone ground floor, larch cladding, deep green shutters, a long timber balcony and a slate roof, on a plain warm-grey studio backdrop
Front three-quarter Airellum Objects · 001

Swiss Alpine Chalet 01 is the first release from Airellum Objects: a metre-scale exterior built to be placed, lit and photographed rather than admired from one fixed angle. Four levels of detail share a single origin, so the same building holds up as a hero object at close range and as a silhouette on a far hillside.

The exterior is read through its materials. Larch boards run in two directions with distinct grain and end-grain; the stone base carries aligned joints across every map; shutters, windows and doors are finished in one deep green; the roof is charcoal slate with zinc flashing and drainage. Nothing is aged for effect.

The chalet from the rear three-quarter: the gable end with a door and shuttered windows, the stone ground floor and zinc downpipes
Rear three-quarter
The balcony close up: timber rail and balusters carried on paired braces, above a whitewashed stone wall with green-shuttered windows
Balcony, braces and stone base
The corner of the chalet close up: larch cladding meeting the stone base, a corner post with a brace, green shutters and window frames
Larch, stone and painted joinery at the corner
The whole chalet from the front three-quarter, seen slightly from above on a plain studio backdrop
Catalogue view One building, four levels of detail

Technical

CH_ARCH_CHALET_001

Technical views

Line drawing of the chalet from the front three-quarter with every triangle edge of the full-detail model drawn over the shaded building
LOD0 topology, every edge drawn
Wireframe close-up of the balcony and two windows, showing the edge density of the rail, balusters, shutters and frames
Balcony and window detail

LOD0

108,102

Actual loop-triangle edges over the shaded mesh. A topology view, not a material preview; dense bevels are part of the delivered geometry.

Levels of detail

Same camera, same light

  1. Swiss Alpine Chalet 01 at LOD0, 108,102 triangles, from the same catalogue camera

    LOD04K

    108,102

    169 meshes

  2. Swiss Alpine Chalet 01 at LOD1, 53,362 triangles, from the same catalogue camera

    LOD12K

    53,362

    117 meshes

  3. Swiss Alpine Chalet 01 at LOD2, 19,940 triangles, from the same catalogue camera

    LOD21K

    19,940

    102 meshes

  4. Swiss Alpine Chalet 01 at LOD3, 15,428 triangles, from the same catalogue camera

    LOD31K

    15,428

    99 meshes

Triangle counts are placed instances. Use one visual LOD at a time; LOD3 keeps extra geometry to hold the silhouette and is not an ultra-low-poly substitute.

The chalet from the catalogue camera, used as the reference for its measured overall extents
Overall extents
X · width
13.31 m
Y · depth
10.6 m
Z · height
9.3 m

Whole-asset bounds at LOD0 including projecting details, not the wall footprint. Metre scale, scale length 1.0, common origin across LODs.

Specification

1.0.0-rc2

Technical specification

4 Levels of detail
108,102 Triangles at LOD0
22 Maps per texture tier
11 Collision hulls
Formats
BLEND — Full-fidelity authoring scene — all four LODs and separate collisionGLB — Self-contained portable PBRFBX — Geometry
Texture tiers
4K · 2K · 1K PNGBase colour (sRGB)Roughness (linear)Normal (OpenGL tangent-space)
Scale
Metre scale, scale length 1.0, common origin across LODsOverall extents 13.31 × 10.6 × 9.3 m, including projecting details
Collision
11 convex hulls · 136 trianglesSeparate simplified exterior collision

Included

  • Full-fidelity BLEND with all four LODs and collision
  • Four visual FBX files, one per LOD
  • Four self-contained GLB files, one per LOD
  • Separate collision as FBX and GLB
  • 4K, 2K and 1K PNG texture tiers
  • materials.json with schema and glass reconstruction
  • Documentation: formats, materials, collision, licence
  • Four orientation previews and a release manifest

Materials

Read through its materials.

An original design drawing on general Swiss Alpine conventions — not a replica of a particular building. Understated realism — warm natural larch, pale warm-grey stone, a charcoal roof, deep muted green finished timber, dark zinc drainage and neutral architectural glass.

  • Larch, seen close up on the chalet

    Larch

    Horizontal and vertical exterior boards; warm natural tone

  • Alpine stone, seen close up on the chalet

    Alpine stone

    Pale warm-grey masonry base with aligned joints across colour

  • Charcoal slate, seen close up on the chalet

    Charcoal slate

    Deep roof with chimney and zinc flashing

  • Painted green timber, seen close up on the chalet

    Painted green timber

    Shutters

  • Larch cladding Horizontal and vertical exterior boards; warm natural tone
  • Structural larch Posts
  • Alpine stone Pale warm-grey masonry base with aligned joints across colour
  • Charcoal slate roof Deep roof with chimney and zinc flashing
  • Painted green timber Shutters
  • Zinc drainage Rough dark-grey scalar metal; gutters
  • Architectural glass Neutral

Compatibility

  • Metre scale, scale length 1.0, common origin across LODs
  • Blender 5.1 or later for the BLEND; glTF Y-up conversion handled by the importer
  • GLB uses KHR_materials_transmission, KHR_materials_ior, KHR_texture_transform and KHR_materials_sheen
  • FBX texture transforms are baked into UVs — leave destination tiling at identity

Limitations

  • Exterior only — no traversable interior; recessed window backing suggests depth
  • Unreal and Unity not yet tested; no engine project, LOD distances or automatic colliders included
  • FBX glass imports as an opaque fallback and must be reconstructed from the supplied values
  • LOD3 keeps extra geometry to hold the silhouette; it is not an ultra-low-poly substitute

Support

Integration questions about the files, formats or materials: support@airellum.com

Availability

Swiss Alpine Chalet 01

Edition
Airellum Objects · N°001
Release
1.0.0-rc2 · Release candidate 1.0.0-rc2 · unpublished · licence terms pending
Licence
Commercial licence terms are channel-dependent and pending release. No pricing has been set.
Price
To be announced with the release
Release pending Enquire All objects

Direct sale and pricing will be announced with the release.