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For game developers

Low Poly Buildings for Village and Town Levels

How many triangles a low poly house, shop or landmark really needs, with measured sizes from our village collections, and when to use prebuilt buildings or snap-together modular kits.

By the Premade3D studio team · · 7 min read

Eight low poly village buildings on pale tiles: a timber-frame market hall, a thatched village hall, a stone general store, a carpenter's workshop, an open-sided forge, a bakery, a two-storey house and a schoolhouse with a bell turret

Short answer: a game-ready low poly building for a village or town level usually costs 3,500 to 5,000 triangles for a house or shop, and 8,000 to 9,000 for a landmark such as a watermill or a large barn. Modular wall pieces cost about 200 triangles each. Those are measured counts from our Saltlight and Larkspur collections. Below: when to use prebuilt buildings or modular kits, real sizes, and what a building needs before it drops into a level.

Every number in this guide comes from the live product pages and collection plans of Saltlight Village, Larkspur Village Green and Hearth & Hollow, checked in October 2026. For triangle budgets across props, nature and vehicles as well, see How many triangles is low poly?

Grid of eight low poly village buildings on pale tiles: a timber-frame market hall on posts, a thatched village hall, a three-storey stone general store, a carpenter's workshop with a plank door, an open-sided forge, a cream stone bakery, a two-storey house with green shutters and a schoolhouse with a bell turret
The eight prebuilt buildings in the Larkspur Village Buildings Kit, 44,187 triangles in total, all on one shared gradient atlas.

Low poly building triangle counts

We build village architecture to three triangle ceilings, set in the collection plans before any modelling starts: 5,000 for a prebuilt building, 9,000 for a hero landmark and 350 for a modular wall, roof or tile piece. The table shows what the delivered buildings actually came in at, on the full-detail mesh.

Building Collection Size (W x D x H) Triangles
Carpenter's Workshop Larkspur Village Green 7.03 x 6.26 x 5.50 m 3,436
Island Windmill Saltlight 9.84 x 9.40 x 12.04 m 3,982
Stepped Hillside House Saltlight Village 6.53 x 8.52 x 8.52 m 4,280
Village Bakery with Bread Oven Larkspur Village Green 8.60 x 5.58 x 6.68 m 4,320
Whitewash Chapel Saltlight 7.46 x 9.85 x 7.54 m 4,414
Two-Storey Townhouse Saltlight Village 6.79 x 7.29 x 8.43 m 4,420
Run-Down Starter Cottage Larkspur 7.40 x 5.74 x 7.25 m 4,972
Whitewash Cottage Saltlight Village 6.40 x 4.97 x 4.93 m 4,976
Tavern-Cafe Saltlight Village 8.40 x 6.82 x 6.71 m 4,986
Village Schoolhouse with Bell Larkspur Village Green 9.24 x 9.21 x 9.18 m 4,993
Village Watermill Larkspur Village Green 10.72 x 9.46 x 12.55 m 8,030
Red Timber Barn Larkspur 12.71 x 9.45 x 8.39 m 8,042
Two-Storey Farmhouse Larkspur 11.26 x 8.90 x 9.78 m 8,980

Source: live product pages, October 2026. Sizes are the bounding box, so chimneys, eaves, sails and water wheels are included.

Two things stand out. Size and triangle count are only loosely linked: the windmill is the tallest building on the list and one of the lightest, because a round tower and flat canvas sails need few faces, while the much smaller cottage spends its triangles on shutters, a climbing plant, a chimney pot and a tiled roof. And the ceilings work as a planning tool. If every house in a street is at most 5,000 triangles, a street of twelve houses is at most 60,000, before LODs, and you can plan a whole level that way.

Every prebuilt building in the table also ships with a lighter LOD1 mesh and a simple collision proxy mesh. The product pages note that the proxy should be hidden or converted on import, since it is there for physics, not for rendering.

Prebuilt buildings or modular kits?

There are two ways to fill a village or town level with buildings, and most levels end up using both.

Prebuilt buildings are finished, closed models: a bakery, a chapel, a townhouse. You place them and they are done. They suit buildings players walk past rather than into, landmarks that should look the same in every playthrough, and prototypes where you want a believable street in an afternoon.

Modular kits are walls, corners, roof pieces, doors and stairs that snap together on a grid. They suit buildings players enter, levels that need many house shapes without the same silhouette repeating, and any layout that has to follow a street plan or a hillside. These are the village building kits discussed here, with their live counts:

Kit Pieces Triangles across the kit What is in it
Whitewash House Modules Kit 21 7,112 Walls, corners, gable, doorways, balcony, external stair, parapet, flat roof deck, terracotta roof pieces including a valley, chimney, awning, cistern
Farmhouse Modules Kit 24 7,817 Stone and timber-frame walls, corners, gable, thatch and shingle roofs with hip, ridge, valley and verge, lean-to, dormer, chimney, porch, Dutch door, floor, loft stair, plinth
Timber Tavern Building Kit 10 11,052 Timber-frame walls (plain, doorway, window), flagstone and plank floor tiles, plank door, staircase, post, thatched roof section, stone hearth
Village Buildings Kit (prebuilt) 8 44,187 General store, bakery, forge, carpenter, schoolhouse, village hall, watermill, market hall

A common mistake is to expect a modular house to be much lighter than a prebuilt one. It is not, once it is assembled. A worked example with the Saltlight pieces: a one-storey house 6 m long and 4 m deep needs about ten 2 m wall modules (plain walls are 192 triangles, window walls 248), so roughly 2,000 to 2,500 triangles of wall. A pitched roof over it takes three roof pitch modules per side at 336 each, about 2,000 more. That lands at 4,000 to 4,500 triangles, close to the prebuilt cottage. What modular buys you is not a smaller budget, it is variety and control: the same 21 pieces make a cottage, an L-shaped house with a balcony or a flat-roofed house with a parapet and a rooftop cistern.

Contact sheet of 21 low poly Mediterranean house modules: whitewashed walls with teal shuttered windows and doors, an arched doorway, an iron balcony, a striped canvas awning, terracotta roof pitch, ridge and valley pieces, a chimney, a rooftop cistern and an external stair
The 21 pieces of the Saltlight Whitewash House Modules Kit, 7,112 triangles across the whole kit.

The grid that makes modular buildings snap

Modular pieces only work if every piece agrees on the same measurements. These are the numbers our village kits are built to, from the collection plans:

Rule Saltlight Village Larkspur Village Green
Architecture grid 2 m 2 m
Storey height 3.0 m 3.0 m
Wall thickness 0.4 m 0.4 m stone, 0.25 m timber frame, outer faces flush
Corners Inner and outer corner pieces 0.4 x 0.4 m corner posts outside the 2 m wall runs, on the grid points
Roofs 22 degree gable spanning two grid cells (4 m) One 4.8 m house depth; thatch at 45 degrees with a 2.4 m rise, shingle at 35 degrees with a 1.7 m rise
Streets and stairs 2 x 2 m street tiles; stairs rise 0.5 m per 2 m module in four 0.125 m steps 2 x 2 m path tiles

You can see the grid in the pieces themselves. The Saltlight plain wall measures 2.00 x 0.46 x 3.00 m: one grid cell wide, one storey tall. The Larkspur limestone wall is 2.00 x 0.41 x 3.00 m and 200 triangles. The Hearth & Hollow timber-frame wall is also 2.00 m by 3.00 m, but at 0.25 m thick and 1,024 triangles it spends far more on the visible timber frame, because that collection uses a faceted stylized look rather than smooth gradients.

Two practical tips if you mix kits. Keep to one collection per building, because wall thicknesses and roof pitches differ between collections even when the grid is the same. And set your engine or editor snap to 2 m (or 1 m for half steps) before you start, so walls never drift off the grid by a few centimetres. Our game-ready 3D models checklist covers grid, scale and pivot checks in more detail.

What makes a low poly building game-ready

A low triangle count is the easy part. These are the checks that decide whether a building drops cleanly into a level:

  • Real-world scale. Our buildings are modelled in metres at true size, so doorways, storeys and streets line up at human scale without rescaling.
  • Origin and facing. Prebuilt buildings have their origin at the bottom centre on the ground, and modular pieces have their pivot on the grid, at a module corner or edge. The front faces -Y in Blender (Z up), and GLB files are exported Y up.
  • LOD and collision. A LOD1 mesh for distance and a simple collision proxy, so players collide with a few boxes instead of every shutter and chimney pot.
  • Few materials. Saltlight and Larkspur buildings share one 512 px gradient atlas texture per collection, and Hearth & Hollow shares one palette material. A whole village can draw with one material, which keeps draw calls low. Our texture atlas guide explains how that works.
  • Usable formats. Every building comes as BLEND, GLB, FBX and OBJ. Which one to pick for your engine is covered in 3D file formats for games.

Planning a village or town level

A simple order of work that keeps a level readable and within budget:

  1. Pick one or two landmarks. A watermill, chapel, windmill or bell tower gives players something to steer by. This is where the 8,000 to 9,000 triangle budget belongs.
  2. Lay out streets on the grid. With 2 m street tiles and 2 m wall modules, building fronts and street edges line up without gaps.
  3. Fill the far blocks with prebuilt buildings. Buildings players only see from the street can be prebuilt, then rotated and mixed so the same silhouette does not appear twice in one view.
  4. Build the enterable buildings from modules. Taverns, shops and homes that players walk into need interiors, floors and stairs, which is what the modular kits provide. The Timber Tavern Building Kit, for example, includes floor tiles, a staircase and a hearth along with the walls.
  5. Dress last. Awnings, signs, wall lanterns and market stalls do more for a believable street than extra triangles on the buildings.

Our game assets and architecture collections list every building and kit with its live size and triangle count.

Common questions

How many polygons are considered low poly for a building?

For a stylized house or shop, 3,500 to 5,000 triangles is a practical range, and 8,000 to 9,000 for a large landmark. That is what our delivered village buildings measure. There is no fixed industry number; what counts is the budget across everything on screen at once.

Is 1,000 polygons low poly?

For a whole building, 1,000 triangles is very low and only works for distant background buildings or very simple block shapes. For a single wall piece it is normal: the Hearth & Hollow timber-frame wall is 1,024 triangles, while the smoother Saltlight wall pieces are under 250.

How many polygons are too much?

It depends on how many buildings are visible together and on your target hardware. A useful test is the worst view in your level: count the buildings in it, multiply by their triangle counts and compare that with your frame budget. LOD1 meshes reduce the cost of everything beyond the near street.

Assets in this guide