Rendered Süleymaniye-inspired mosque and Ottoman district
İSTANBULSÜLEYMANİYE / ENVIRONMENT STUDY
A mobile game environment · illustrated realism

Istanbul,
at street level.

Timber bays, warm stone and a skyline shaped by Süleymaniye. An original district, from reference study to playable-scale 3D.

ARTISTIC RECONSTRUCTION / ORIGINAL STREET LAYOUTBLENDER SOURCE · GLB · SHARED PBR TEXTURES
01 / Walk the district

A place with a rhythm.

Shopfronts open onto long streets. Projecting timber rooms break the roofline. The landmark gives the neighborhood its scale and direction.

Camera journey through the actual 3D sceneDownload film ↗
02 / Inspect the scene

Built to be explored.

Orbit the full-detail GLB model, then take the editable source into your own pipeline. The browser preview uses its own lighting.

Aerial roofline preview

Loads the LOD0 model on request. Drag to orbit; scroll or pinch to zoom.

Or download the GLB directly

Generated Ottoman house design sheet reviewed before modeling
Generated design sheet · interpretation, not a measured survey
03 / Reference to geometry

Rooted in a real place.

The Süleymaniye quarter belongs to UNESCO’s Historic Areas of Istanbul. Photographs informed the architecture; reviewed concept sheets shaped an original game interpretation.

Read the UNESCO overview ↗
  1. 01
    Study real streets and architectural sources.
  2. 02
    Review concept sheets and record discrepancies.
  3. 03
    Model, texture, render and measure the result.
Open the reference review ↗
04 / Continue the work

The scene. The source. Yours to inspect.

A source package for artists and developers: the Blender scene, game meshes, textures, rebuild scripts, references and technical notes.

Download complete package

Source attribution and texture provenance are included. Consult them before redistributing reference material.

Production notes

Know what you are opening.

Mobile budgets, measured honestly

The LOD0 design ceiling is 150,000 triangles. The shared atlas uses three 2K maps; actual triangle counts and the RGBA8 texture estimate appear above when the scene audit is available. These figures are not a device FPS measurement.

An artistic reconstruction

The landmark is interpreted from architectural references. Houses and street positions form an invented neighborhood. This is not a surveyed digital twin or a claim of exact historical accuracy.

Engine setup and source boundaries

GLB geometry needs your engine’s lighting, materials check, collision setup and device profiling. House assets are exterior shells with opaque decorative glazing. Blender render lighting does not automatically transfer to the game. Reference images retain their source attribution.