Classic Estate With Interior For Blender Eevee And Cycles
This project is developed in Blender 3.3.0
This download contains a classic estate / castle / manor / mansion building with detailed interior, exterior and outside area. everything is textured and the lighting is completely baked for fast Eevee renders (day only) This model can be used for commercial purposes and works with realtime game engines.
This is a classic estate building with a detailed interior for Blender Eevee and cycles.
Everything in the scene is originally designed and modeled.
The entire building is developed in a modular way. (3x3x5grid)
It is easy to swap out a wall part for a door part. Or move interior walls around.
These modular parts are all instanced in blender. So they use relatively low memory and performance.
Day and night version
There are 2 blend files included, a Eevee and Cycles version. The Cycles version can also be used for night renders.
All doors are animated by keyframes.
These keyframes can be moved to suit your animation or static renders.
The doors are parented to the frame around them, so when moving and rotating the structure, the doors will keep opening like they should.
The animations are not exported into other file formats.
The scene is optimized to get as much performance and as little memory usage as possible. I would still recommend a system with at least 8gb RAM and 6gb GPU memory.
If your GPU doesn’t have enough memory, you can always choose to render with cycles on your CPU.
All cycles settings are already set up (samples, bounces, denoiser) the only thing manually adjusted is the different camera exposure for every room.
When rendering with Cycles, Try to only turn on the lights of the spaces that are actually visible on the renders. Especially the sunlight’s quality will be much more noisy when many lights are turned on.
This scene is designed and optimized around Eevee. all the lighting and reflections are baked in by using a irradiance volume and reflection cubes. This engine is perfect to make animations that are rendered quick. Every new asset added to this scene will automatically adopt the lighting and reflections.
Objects are named and grouped into categories, so they can be easily hidden/unhidden
All objects are easily movable, and objects like doors have the pivot point on the hinges.
It’s possible to use this in other (game)engines like Enreal Engine, Unity, Godot. But for optimization reasons some materials use the same colormap but with a HUE node connected to them. So for other software, some textures need to be replaced or it's HUE edited in the game engine or photo editing software.
Keep in mind that this project is natively designed for Blender. So there might be needed some manual work to get it to work correctly outside of Blender.
(commercial/monetized) Examples for this scene can be used for: Game / Environment design, Artwork, Metaverse, VR, AR and other realtime apps. Research, Interior and exterior renders, Greenscreen, Animation, advertisement, Education, presentations, Design study, NFT, Film scene
Feel free to use the assets in and around this building for other projects as well.
Polycount as shown in blender (with instances)
(The polycount and object count might seem high, but by using instances the performance and memory use is very optimized.)
• Objects: 4424 (2000 objects is a bush particle system)
• Vertices: 1,986,918
• Edges: 4,023,586
• Faces: 1,981,976
• Triangles: 4,015,679
Polycount as a full non-instanced mesh
• Objects: 4424
• Vertices: 8,526,869
• Edges: 16,480,744
• Faces: 7,986,236
• Triangles: 15.995,609
• BLEND (native)
All file exports are exported using blenders default settings. (grass not exported)
• FBX (about 98MB, but can be zipped to 51mb)
All textures are from CC0 domain, so they are free to use however you like. Main sources are AmbientCG and Polyhaven.
|Dev Fund Contributor|
|Published||6 months ago|
|Render Engine Used||cycles, eevee|
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