MYSTERIOUS CHURCH
Overview
Mysterious Church is a game-ready 3D outdoor environment built as a personal project to develop my skills in exterior scenes and vegetation systems. A small white church in a dense conifer forest, approached by a dirt road, with blood trails on the ground. Church modeled from scratch, vegetation from SpeedTree, ground from Quixel Megascans. 305,000 triangles managed through LOD setup, billboard cards, texture atlasing, and a master landscape material.
Project Details
Engine: Unreal Engine
Tools: Blender, SpeedTree, Substance Painter, Substance Designer, Quixel Suite, Unreal Engine
Poly Count: 305,000 triangles
Textures: 2K across all custom assets
Role: Solo Environment Artist
The Scene
A narrow dirt road leading to a small white church with a red roof, flanked by dense conifer forest, with blood on the ground.
Asset Pipeline
Church geometry in Blender. SpeedTree for vegetation with full LOD hierarchies transitioning to billboard cards with a shared atlas at distance. Ground and terrain textures from Quixel Megascans. Additional material work in Substance Painter and Substance Designer. Master landscape material driving procedural foliage placement across the terrain.
Lighting
Directional lighting with subtle exponential height fog for god-ray effect. Shadow quality and light placement evaluated through the Detail Lighting pass during production.
Render Passes
WIP — mid-assembly with directional lighting active.
Base Color — albedo only, no lighting.
Detail Lighting — lighting isolated, albedo removed.
Wireframe (305,000 tris) — full scene topology showing the LOD
system working across the vegetation at varying distances.
What I Learned
Working through an interior and exterior scene back to back showed me how different the optimization problems are between the two. Indoor scenes are about prop density and lightmap efficiency. Outdoor scenes are about instance counts, LOD pipelines, and draw call budgeting at a completely different scale.