Map of Aimeliik in FBX format
A map built from OpenStreetMap data, ready to download
Customize the map
Open this place's area in the constructor and adjust everything to your needs
Open in constructor →Map passport
What this map contains by default
This is how the map is built as-is — every setting can be changed in the constructor.
About FBX
Map of Aimeliik in FBX: 106 buildings — in the WGS 84 coordinate system, units are meters.
Which layers are in the file
This file for the selected area contains:
- Buildings
Geometry by layer
- Buildings — solid volumes extruded from building outlines
What the file carries
The FBX file for Aimeliik: features come as a single stream, without named layers, OpenStreetMap tags are not kept — geometry and styling remain, object heights are carried.
What this file will not contain
In FBX for Aimeliik the following will not travel: 44 km of roads, 83 km² of green areas, 11 points of interest — the format prints solid volumes extruded from building outlines, and other layers are not part of the model.
File size
The expected size of the FBX file for Aimeliik is about 32 KB; the exact size depends on the chosen layers and area.
Coordinate systems
WGS 84 (EPSG:4326), selectable in the wizard
Units
Meters (projected in the chosen coordinate system)
| Category | 3D |
| File extension | .fbx |
| Tier | Open Beta |
How to use FBX for Aimeliik
- Unity — drag the .fbx into the Assets folder; in Import Settings check the Scale Factor (the scene is already in meters) and turn on Generate Colliders if you need to walk on the buildings.
- Unreal Engine — Import in the Content Browser; clear Auto Generate Collision if you plan your own collisions, and consider Nanite for dense development.
- Blender (free) — File → Import → FBX; buildings arrive as separate meshes, and from there it is materials, lighting and rendering.
Programs that open FBX
FAQ: FBX for Aimeliik
Does it work in Unity?
Yes, the FBX file imports into Unity, Unreal Engine, and other game engines.
Are materials included?
Yes, buildings are grouped by type with different materials (residential, commercial, industrial).
Where do the building heights come from?
From OpenStreetMap tags: first height, and if it is missing, building:levels multiplied by 3 meters. When neither is there, a neutral default of about 9 meters is applied so the building does not end up a flat slab.
What besides buildings gets into the scene?
Nothing: roads, water, greenery and boundaries are not included in the 3D model. Optionally a flat base is added under the buildings — there is no terrain relief in the file.
At what scale does the model arrive?
In meters, with the origin at the center of the selected area and the Y axis up. This is the expected orientation for Unity and Unreal, so the model drops into the scene with no recalculation.
