Sigmarite Chapel

Details

Details

Details

Details

Details

Details

In-game . Frame rate seems to be really good!

Design and Material Variation

Design and Material Variation

Clean State

Clean State

Overgrown State

Overgrown State

Some Elements of the basic kit

Some Elements of the basic kit

A lot of modules done with this logic. They use modular mapping, but decimated geo with silhouette. I avoided normal map baking and used full nanite power. This "extra" polygons were used for baking AO/Curvature data into mesh

A lot of modules done with this logic. They use modular mapping, but decimated geo with silhouette. I avoided normal map baking and used full nanite power. This "extra" polygons were used for baking AO/Curvature data into mesh

For more simple modules I used height data and not sculpt

For more simple modules I used height data and not sculpt

For low priority props I have done fast sculpt and then done baking AO and Curvature data into R and G channels (by using Unreal Modeling Mode). Based on that I created generator material which gave a lot of flexibility for work

I used real time displacement, but wasn't really happy with the result, so I tried to have damage on plaster with real geo on modules like in the previous picture

Important props done with classical pipeline. Normal map still used, but only for surface detailing

Important props done with classical pipeline. Normal map still used, but only for surface detailing

Procedural Approach for modules. You can do it with Houdini or Blender. Small pieces assembled into one final mesh and then by vertex painting done enough variation

Procedural Approach for modules. You can do it with Houdini or Blender. Small pieces assembled into one final mesh and then by vertex painting done enough variation

Different modular meshes. Works great with nanite for dressing and assembling constructions

Different modular meshes. Works great with nanite for dressing and assembling constructions

Mountain done in Gaea and textured with masking approach

Mountain done in Gaea and textured with masking approach

Process

Process

This project initially started as a research of nanite pipelines and got out of the control. Initial design based on Sigmarite chapel from Warhammer Fantasy, but I decided to do it more realistic and less stylized. So, my main goal of this project was to create good looking full nanite building, with nice modularity, design and also try biome variation.
Content for building I done myself, but for dressing and some tileables I have used Unreal Store. Shaders I mostly done myself, because it was big part of RnD with nanite modules.