Pretepac - Doric Columns Pack: Modular Greek Ruins, Swappable Textures, Nanite

Overview
35 Doric column meshes for temples, ruins and fallen-column scenes. All pieces share one customizable master material, so you can re-skin the whole pack with any tileable texture you own (marble, limestone, sandstone, concrete and so on) without any UV work. All meshes use Nanite.

Procedurally generated
Every mesh was generated by code inside Unreal Engine, using Geometry Script. The normal, AO and curvature maps are computed by the engine from that geometry. No generative AI model created any mesh or texture in this pack.

What’s included (35 static meshes)

  • 12 full columns: 3 pristine (Doric, stout and slender) and 9 weathered by different amounts

  • 6 columns broken at the top

  • 4 columns broken at the bottom, for example for a top section that has fallen away

  • 6 fragments broken at both ends

  • 4 drums (single shaft stones)

  • 3 capitals

  • 1 master material and 35 material instances

  • 1 overview level with all pieces laid out

Weathering, joints and cracks
Chips, eroded edges, jagged breaks and worn joint grooves between stacked stones are modeled in the mesh itself, so they hold up in close-ups and in silhouette. Fine cracks and dark joint lines come from the baked maps, and you can adjust how dark they are on the material instance. Drums have chipped corners where they broke out of a column. Pristine pieces stay clean and crisp.

Swappable tileable textures
The master material uses world-aligned tileable textures. Open any material instance, drop in your own tileable textures, and adjust scale, tint and roughness to taste. The textures tile across neighbouring pieces and don’t stretch on broken surfaces.

Why tileable textures aren’t included
The preview images use third-party textures that can’t be redistributed, so they aren’t part of this pack. The pack comes with neutral placeholder textures. Good tileable textures are easy to find for free or cheap. The ones in the preview images are ordinary stone textures from Fab and are not included. You can plug in any stone texture you already use in your level, so you load no extra textures: 3 if you use one stone for everything, 6 if you want a different texture on upward-facing surfaces (the “top layer” in the material). Cracks and joint lines come from the baked maps and work with whatever texture you use.

Baked maps (included)
Each mesh comes with its own baked maps, set up automatically in its material instance:

  • Normal: carries fine surface detail onto the lighter mesh

  • Ambient occlusion (AO): darkens crevices, chips, joints and cracks

  • Curvature: marks convex and concave edges, so the material can add edge wear and dirt in cavities

You can always remove one or two of these if you need optimization.

Triangle count and topology
Meshes range from about 2,000 to 36,000 triangles. The meshes are generated procedurally, not hand-modeled and retopologized, so the triangle counts are fairly high. This works well with Nanite, which is enabled on every mesh. If you need lighter meshes, for example for a non-Nanite project, you can reduce them with the Simplify tool in Unreal Engine’s Modeling Tools or with the Static Mesh editor’s reduction settings.

Technical details

  • 35 Static Meshes with collision, all with Nanite

  • 1 master material, 35 material instances

  • 105 baked textures (normal, AO and curvature for each mesh), plus 2 small placeholder textures

  • Pivot at base center, centimeters, Z up

  • Tested with Unreal Engine 5.8

Notes
Preview images show textures that are not included.

The meshes' triangles are easily scaled down heavily and AO and Curvature can be swapped with 1x1 white/gray texture without too much loss on overall look.