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Getting started

What do we need to start a Vinode project?

Short answer

Three things: where your development is, how many units it has, and your timeline. Everything else helps but is not required. If you already have 3D models, CAD or BIM files, floor plans, renders, unit data or brand assets, they speed the work up. If you have none of them, we build the 3D from your architectural drawings.

Location, unit count, timeline

To scope a project we need your development's location, its number of units, and your timeline. That is the whole list.

Each one does real work. The location tells us what has to exist around the buildings, and whether a satellite backdrop, a drone capture, or a modelled streetscape suits the project. The unit count places you in a package size and tells us how many unique unit types we are producing, which drives the build far more than the total does. The timeline decides the path: a productized package when usable 3D already exists, a bespoke build when we model your buildings from your drawings.

Send those three in an email and we can start scoping. Everything after this point is upside.

Assets that help, if you have them

3D models and scenes

Anything from a finished Unreal or Twinmotion scene down to a rough massing model. Model and material conversion happens on our side, so send the files as they are.

CAD and BIM files

Revit, ArchiCAD, AutoCAD, or Vectorworks. Architectural documentation is often the fastest route in, because it is accurate and you already have it.

Floor plans and renders

Plans, stills, and animations from earlier marketing. They feed the interactive floor plans and carry the design intent for the interiors.

Brand assets

Logo, colours, and fonts. Our designers work from your brand guidelines and send design previews before the interface is built.

Formats we can take

Vinode is engine-agnostic. The pre-render pipeline runs on Unreal Engine, and a project can arrive from almost any professional tool:

  • Engines and real-time tools: Unreal Engine, Unity, Twinmotion, Lumion, Enscape, D5 Render, Chaos Vantage, NVIDIA Omniverse.
  • Modelling and animation: Blender, 3ds Max, Maya, Cinema 4D, SketchUp, Rhino with Grasshopper, Houdini, ZBrush.
  • Renderers and materials: V-Ray, Corona, OctaneRender, Redshift, Arnold, Substance 3D.
  • BIM and CAD: Revit, ArchiCAD, AutoCAD, Vectorworks.

Old files, half-finished scenes, work spread across two studios that no longer speak to each other: send it anyway and we will tell you what is usable.

No 3D models yet? That is fine

Most developers have none when they first get in touch. We build the buildings and surroundings from your architectural documentation, so floor plans or CAD files alone are enough to start.

What starting without 3D models costs in weeks

Here is the trade-off. A productized package runs about 1 week for a small estate of up to 6 units, 2 weeks for a medium one of up to 250, and 4 weeks for a large one of 500 or more. Those weeks assume usable 3D and unit data are in our hands on day one. Building the geometry from scratch is the bespoke path, and it adds roughly 1.5 to 2 months.

So the assets you already own buy you time, and nothing else. They do not change what the finished experience can do, they change when your sales team gets to use it. If your launch is nine months out, starting from architectural drawings costs you nothing you will feel. If you are selling next quarter, what you have in hand becomes the deciding factor.

Interiors are the slowest part of a build after the base geometry. Room layouts and interior models we can reuse take weeks off the schedule, and rooms modelled and furnished from nothing add them back. So if you are going through the archive, start there. How long a project takes breaks down where the rest of the weeks go.

Unit data, and when it is due

The experience needs a list of units and what is true about each one: price, availability status, floor, orientation, size, layout type, gallery images, and extras like a terrace or parking space. A spreadsheet is a perfectly good starting format, and it maps onto the same fields the Back Panel manages after launch.

That list does not have to be final at kickoff. Prices move, units get reserved and released, galleries get reshot, and you edit all of it yourself in the Back Panel once the project is live. What we need early is the structure: how many buildings, how units are grouped, which layouts repeat.

The units themselves do not have to exist yet either. Presenting and selling before construction is one of the main reasons developers commission a 3D experience at all.

What you do not need: a 3D team, an app, a final scope

No developer, no in-house 3D team, no app to distribute. Buyers open the finished experience in a browser, and your sales team runs it afterwards in a no-code panel.

You also do not need a settled scope. Deciding which pieces your development needs, from the interactive model to interiors, a sales-office kiosk, or marketing renders, is the first hour of the conversation. What a project includes and the projects page are the short version if you want it beforehand.

Ready to scope your project?

Tell us the basics and share whatever assets you have.

How to order a Vinode project

Still have questions?

Tell us about your project and we'll walk you through it.

Contact us
Last updated July 30, 2026