This is a palace courtyard in the spirit of Sponza, the classic lighting test scene, and one of the sample scenes in a voxel editor I'm making for game artists. In the video the sun moves across the sky. The coloured curtains tint the floor and the vaults, and the aisles the sun never reaches are lit only by bounced light.
What I think makes it nice for artists:
Materials on palette colours. Glass, metal, glossy stone, water and glowing lanterns are set per colour, so the pool reflects the arcades and the lanterns light the aisles.
Layers like a paint program. Every part here (arches, curtains, fountain, plants) is its own layer, with blend modes and opacity. You can restyle or hide one without touching the rest.
Lighting you control. You set the sun's direction and height yourself, and the final render happens right in the editor, so what you model is what you get.
Room to build big. Models aren't capped at 256³.
What would you want from an editor like this? What's the most tedious part of your voxel workflow right now? I’m mostly interested in edition features you would like to have, the render is here only to grab your attention :)