3D Simulation Showcase Armenian Apostolic Church

This was a project we had worked on regarding real time simulation for a local historic building.

We sent our team down to the heritage site to take pictures of the architectural building. On top of gathering references of the building and details, we have also taken the opportunity to archive certain materials for the site. Things like floor tiles to cement cracks were taken into account. 

To further capture the essence and accuracy of the architecture, we managed to fly a drone to gather arial pictures of the tower as well as the railings by the roof.

With the information and references archived, we began constructing the mesh. Since we had planned on texturing the model in Substance painter to be able to generate the imperfections of the cracks as well as a certain degree of the texture, the UVW map of the mesh has to be very well organised and well-segmented.

Whilst each section of the building was modeled, our texturing artist would start texturing the pieces in Substance Painter. 

 At this point, Photogrammetry was used to generate the meshes of the statues towards the building. As these were better to be generated from photogrammetry rather than developing them from scratch in 3D.

The final product would then be assembled in Unreal Engine within the scene. Our Game Developer would then assemble all the section of the building as well as assets that were generated from photogrammetry.

Assets such as the environment, trees, grass and weather were all generated in Unreal Engine. This also allows users to maneuver around the scene in real time. 

keywords: 3D, simulation, architecture