Build a 3-storey house in 3 clicks — auto-walls, auto-furniture, auto-roof
Block out floors as rectangles, then let zdraw do the rest: walls on every floor, furniture in every room, gable roofs flush with the perimeter — all from three buttons in the Design panel.
A handful of clicks → a whole house
zdraw's Design panel ships two building-wide buttons plus a per-floor roof shortcut that turn a collection of labelled rectangles into a complete model:
1. 🏗 Build — walls on every floor, openings reattached. 2. ✨ Auto-populate entire building — furniture in every room. 3. 🏠 Add gable roof — drops a gable roof on the *current* floor (bbox of every closed slab, flush with wall centres). Switch to each floor and click once to crown a multi-storey stack.
A few clicks, fully-furnished multi-storey house. Render or export.
Why per-floor rather than per-storey-stack
Each floor in zdraw is independent — it has its own walls, fixtures, furniture, slabs and roofs. The building-wide buttons walk the floor list under the hood, switch into each floor in turn, run the appropriate single-floor operation, then switch back.
That means anything you can do manually on one floor — change cladding, swap textures, randomise furniture — happens automatically across all of them. No "global" magic to debug; each floor's geometry is the real source of truth.
How the auto-roof outline is computed
Earlier versions of the roof tool used the slab outline as-is, which left the roof drifting in or out of the perimeter walls. The current build computes the bounding rectangle of all slab points on the active floor and uses that, *flush with the wall centres* — no overhang added, no inward offset. Drops cleanly onto a stacked-floor model. To roof a multi-storey, click Add gable roof on each floor in turn.
Auto-roofs carry a marker so the 🧹 Clear entire building button removes them along with the furniture. Hand-drawn roofs are preserved.
Randomise to compare variants
Tick 🎲 Randomize models before clicking Auto-populate and every GLB pool — sofas, beds, wardrobes, bathtubs, WCs — rotates through its variants. Run it twice, get two different houses to compare.
When the batch finishes, the tool resets
A small but useful detail: after a building-wide operation, zdraw flips the active tool back to Select so you're not still in roof- drawing mode wondering why right-click doesn't escape. Same after a single-floor Auto-roof.
What to do next
them. A spotlight per room is enough.
/public/textures, scanned at build time, so dropping in more wood or carpet variants extends the rotation automatically.
- Drop in a few lights — the auto-populated rooms render flat without
- Pick a floor texture pack — auto-populate uses the textures in
- Export, render, ship.
The whole loop sits in the Design panel. Open the gallery for example multi-storey scenes you can remix.