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I need to create simple buildings. Just pieces comprised of basic shapes, but I really do not want to UV unwrap and apply textures individually. What's the best way to go about this? I'm decent at modeling, but definitely will not have time to unwrap individually. I'm hoping to just use seamless textures.

I was thinking SketchUp might be okay, but I believe the features I'm looking for are only in the paid version.

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  • $\begingroup$ There are dozens of ways, what is your end goal? For many dozens, hundreds, or thousands hair particles is one of the best ways with only few objects. $\endgroup$
    – Timaroberts
    Oct 22, 2020 at 20:03
  • $\begingroup$ I'm trying to build a city. Hoping to create a few generic buildings and replicate them throughout. $\endgroup$
    – Latcie
    Oct 22, 2020 at 20:04
  • $\begingroup$ I gave an answer here, maybe it will help: blender.stackexchange.com/questions/194722/… $\endgroup$
    – moonboots
    Oct 23, 2020 at 5:17

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Here is a simple example with some basic shapes and a hair particle system.

  • First create a collection with the shapes that you want your city to made of, here it is just some simple shapes to represent the general idea, that will be scattered arbitrarily across a plane.

enter image description here

  • Group these objects into their own collection with Ctrl+G and give the collection a useful name.

  • Create a hair particle system on your ground (here it is a plane) with the desired number of instances.

In the render section below, choose collection and select the collection that contains your objects. Here are my settings:

enter image description here

  • Next, go into weight paint mode, and paint the areas on your ground that you want the buildings to be. Go back to Object mode when done.

  • Now, in the particle settings, under vertex groups add the new group available under density. Rename it if you'd like, or leave as default "Group".

enter image description here

You should end up with something like this (again arbitrary placement):

enter image description here

As for random placement of material, a method I like to use is a node tree like below:

enter image description here click to enlarge

The Principled Nodes can be replaced with anything, what is crucial in this setup is the coloramps (set to constant interpolation)and the object info/ random. They can be chained for as long you like to give random results for particle systems and linked mesh objects.

enter image description here

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