Modular Church Kit

Heavily inspired by English Gothic Parish Churches.

The geometry is pretty dense and this project was mainly an experiment/stress test for Nanite in Unreal.
Vertex colors are doing most of the heavy lifting in the material, using a total of 5 texture maps for the stone meshes.

before after

Stacking Bricks

I wanted to get a really tightly packed brick wall with some interesting cut brick shapes.
Using a feedback iteration loop I used each previous iteration to boolean from the next iteration.
The final row of bricks is placed on top to ensure the set height when the loop reaches it’s Stop Condition, which is determined by the set size of the wall.

I kept the exposed controls to a minimum:

  • Wall height and width

  • Minimum and Maximum amount of bricks per line

  • Minimum and Maximum height variance

  • Extrusion multiplier

  • Height of first layer

I smooth and mesh the base shape.

In a loop I add 3 variations of stone types with randomization per prick, as well as add vertex colors for further use in shading.

For the moss/mortar I VDB the smoothed mesh and add small scale noise and vertex colors to it.

Everything is merged together, UV’d and the moss is separated from the stones using the vertex color Alpha.

Stones:
1 albedo
1 roughness
2 normals (microdetails)

Moss
1 albedo
1 normal

The rest of the maps I could get using the vertex colors or manipulating the textures in the material.

Windows and the rest of the meshes had a very similar process, except the UV’s were a bit more involved.

I modelled the windows using a series of curves and generated the stained glass mesh using a boolean and gave it some random colors.

Due to the high poly count I needed to separate the mesh with a partition attribute, then ran UV projections in a loop for each normal direction.

There are a couple more textures I needed to complete the set.

Wood:
Albedo
Roughness
Normal (microdetails)

Glass
Normal (ripples)

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Foliage