Cathedral of Flowers
Architecture Modeling -
I approached the architecture modularly in mind, each structure has a base mesh along with alternate versions of varying damage levels. I.E the corridors has a clean base mesh and five alternate damaged variations. Each variation is interchangeable. This approach gave me plenty of flexibility when laying out the level, and helped me avoid the repetition that can come from tileable textures.
Texturing -
All of the architecture used tileable textures created in Substance Designer. Tileables were overlayed with grunge decals and overgrown Ivy to further break up the repetition. The Altar, Pews, and Stands were individually textured in Substance Designer.
The Stained Glass -
The linework was initially drawn/photobashed in photoshop and then finished in Substance Designer.
Statues/ Debris/ Ivy Foliage
Statues and debris are Quixels Megascans slightly altered to fit the stylized look better. The Ivy foliage is from the UE marketplace.
Assets were modeled in Blender, textures created in Substance Designer and Painter, and the final level and cinematic were built and rendered in UE4.