Hello!

Just wanted to showcase a bit of archviz that I've been working on. I have been having a hard time finding any good examples of architectural visualization in Godot, which is a shame since it's does seem perfectly capable of doing it. I'm especially interested in the XR part of things, since Godot seems to work quite well for this.

The first step so far have been to get a good lighting workflow going, where I first bake the lightmaps (In Blender, using my own lightmapping addon), which I then import into Godot and apply per object using a custom spatial shader.

    A little more progress:

    VR in Godot seems to work alright, while still keeping the good quality:

    Additionally, manually converting materials was getting tiresome, so I created my first plugin for Godot - Hopefully this will become a more complete export solution from Blender in the future:

    Nice! I really like the lighting

    Tomcat Hello, thank you for mentioning my project! In case you're wondering, it was created entirely with Blender. But I also used some real furniture models, downloaded from the internet. All models are exported to .gltf with textures in a separate folder

      Mishamol thank you for mentioning my project!

      I am very surprised that no one else is doing it but you. This is a very interesting area. This practice is extremely useful for my project. I'm going to start with "apartment living" (as the simplest realization) and expand later. The next stage is "farm/tavern (karczma/постоялый двор)".

      But I'm going to use Sweet Home 3D to create the apartments. Ideally (medium term plans) — to make the dwellings editable.

      I am following your work with great interest. 🔎

      Tomcat
      This is made in Blender, but the original plans were made in Revit.

      Mishamol
      That's nice, do you by any chance know of some good free sources for furniture models for Godot? Most I've come across have been for Unity or Unreal


      A bit more progress:

        vanilla do you by any chance know of some good free sources for furniture models for Godot?

        Models similar to your screenshots can be found at Sweet Home 3D.
        Other web sites with 3D models

        The following sites offer also some free 3D models in OBJ, DAE, KMZ or 3DS formats

          vanilla
          What’s the difference between models for Unity & for Godot?
          I just take any model I want, then load in Blender, setup all settings:

          • size
          • rotation
          • topology (decimate)
          • materials

          And then export as .gltf

          Most of the models that I downloaded from the Internet have too many polygons. So I need to decimate them in Blender anyway

          Mainly I used
          https://3dsky.org/

            Tomcat Thanks for this, I'll check it out!

            Mishamol The main difference is that usually everything is already setup if you get packages specifically for those engines (so you don't have to bother with materials, etc.). Unity has stuff like this: https://assetstore.unity.com/publishers/13358 , while Unreal has a lot of Evermotion packages: https://evermotion.org/shop/show_product/archinteriors-for-ue-vol-3/13665

            The biggest difference is that they not only are already correct in terms of the thing you mentioned (size, topology, materials), but also quite often they have an existing lightmap-ready UV channel, which isn't the case for models from 3dsky (since renderers such as Corona and Vray doesn't need those).

              vanilla Good looking!

              I just would go a bit easy with light intensity, 'cause surfaces in direct light are a bit overexposed

              vanilla The main difference is that usually everything is already setup if you get packages specifically for those engines (so you don't have to bother with materials, etc.).

              For Godot it should be TSCN/SCN files — there are no such resources yet.

              My workflow is similar to Mishamol's — Blender acts as a "standardization stage".

                vanilla The main difference is that usually everything is already setup if you get packages specifically for those engines (so you don't have to bother with materials, etc.).

                For Godot it should be TSCN/SCN files — there are no such resources yet.

                My workflow is similar to Mishamol's — Blender acts as a "standardization stage".

                vanilla Cool! Didn't know about that

                For my project I specifically needed a real-life furniture, so I used 3dsky

                Tomcat By the way, I find out that after converting .gltf to .tscn in Godot, the editor becomes very laggy & slow, idk why. Also when I save different rooms as separate .tscn instances, the same problem appears. So I decided to keep at least a half of models as .gltf & directly add to main scene

                  Mishamol I find out that after converting .gltf to .tscn in Godot, the editor becomes very laggy & slow, idk why. Also when I save different rooms as separate .tscn instances, the same problem appears.

                  It's very strange. It shouldn't be. Godot converts imported files. There should be no difference in performance.