Architecture environments

I thought I would share some work I’ve been doing using Godot, mainly for testing out and developing a toolset I could use at work. Focus have mainly been on getting a somewhat believable lighting and atmosphere, as well as exploring various workflows.

GD1 - Yellow
Yellow is a little environment i made with relatively few vibrant colors inspired by Mirrors edge, especially the first one. I tried to get that sort of living yet corporate atmosphere.

GD2 - Apartment
GD2 Apartment is a project where I took some of my old apartment drawings from back when I was an architect, and remade them in Godot.

GD3 - Glyptotheque
Here i initially wanted to create a virtual glyptotheque/museum to showcase some lighting on statues, but it’s not much of a glyptotheque if there’s only 1 statue. However, I think the lighting came out nice enough.

While I still haven’t achieved the level of photorealism that I wanted to, I’m sure I’ll get there eventually. If anything, at least I’m having fun using Godot.

In case anyone is curious about the workflow, I’m using two different addons I made for Blender, which allows for rapidly prototyping environments. These includes lightmapping, live-linking between Godot and Blender, colorgrading and more. I’ll probably write another post about it at a later point, once it’s matured a bit more and if anyone is interested.

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The problem i ran into with lightmapping was when i tried scaling up the map. Instead of one building i might be rendering hundreds of buildings on a landscape. These scenes work better with instancing and so far i havent figured out an easy ‘out of the box’ way of light mapping instances.

So i have voxel GI with screen space AO and maybe the reflections (SSR). I only use voxel GI in smaller artistically controlled zones … the boundary between zones with and zones without has to be a constrasting feature like a large wall or rocky slope - because the voxel GI causes a big jump in color grading. There is also sky lighting with tone mapping, and if the sky light shadow is biased properly the voxels dont seem to leak light.

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These environments look amazing! Reminds me of Mirror’s Edge, my favorite game.

In my case, I didn’t use the native lightmapper. In this scene, the lightmaps were baked in Blender and imported into Godot using a custom script. With that being said, I think instances would still be problematic in Blender in terms of lightmapping.