Made in Blender, Textured with Substance Painter. Some textures modified in Photoshop to make the textures are compatible with the engine. And Rendered in Unity 3D and CRYENGINE which using specular-glossiness PBR workflow.
In Unity i use Enlighten for the realtime global illumination. Just want to do thing a bit quick so i want realtime lightning. And the scene is enhanched with PostFX with Unity's PostProcessing stack and HDRI background.
In CRYENGINE i use SVOGI. The default setting of the total illumination looks good, but to get the detail indoor lightning it has to be tweaked a bit. Like decrease the size of the voxel to prevent light leak through walls. And other tweaks. The color is a bit edited through environment setting.
But if i compare the result from both engine, i think this is an unfair comparison because they've been set up differently. Unless if it's a comparison about the setup difficultly or assets processing difficultly.