SoulDesignStudio - COMPLINE — Stylized Gothic Cathedral (Modular Environment)

What is it?

A stylized Gothic cathedral, closed for restoration: scaffolding stands in the crossing, dust sheets cover the choir stalls, and planks and tarps wait for the crew. Walk through it straight away, or take it apart to build your own. Every piece snaps to a 1 m grid on 4 m modules, the same grid as our other environment kits.

Who is it for?

Developers of exploration, narrative, adventure, stealth and puzzle games, and level designers who need a believable cathedral interior and exterior fast.

What can I build?

Cathedrals, abbeys and large churches: naves with side aisles, crossings and transepts, choirs with screens and stalls, sacristies, crypts, west fronts with twin towers, flying buttresses and pinnacles, and paved closes inside a precinct wall.

What's included

  • 103 assets: piers, arcades, triforium and clerestory pieces, rib vaults for nave, aisles, crossing and crypt, crypt columns, portal, rose window and east window, tracery and lancet window walls (clear and boarded), ashlar walls, flagstone, crypt and grate floors, crypt stairs, pointed doors, crypt door and choir gate with moving leaves; buttresses, flying buttresses, pinnacles, parapets, spouts, nave roof and west gable; high altar, choir stalls, choir screen, organ, pulpit, confessional, pews (several states), chests and cabinets; candelabra, altar candles, votive racks, corona, sconces, lanterns and work lights; restoration props (scaffolding, shoring, planks, tarps, dust sheets, crates, rubble, stanchions, wheelbarrow) and a large bell.

  • Demo level (Blender scene): one complete cathedral and its close:

  • Paved close inside a precinct wall, entered through the west gate.

  • West front with twin towers, portal and rose window.

  • Six-bay nave with side aisles, and the crossing under restoration with its scaffolding.

  • North and south transepts with rose windows; the choir behind its screen and gate; the high altar under the east window.

  • Sacristy off the choir, and a nine-bay crypt below.

  • Gameplay spaces: markers for a spawn, a rest room in the sacristy, cover spots, two patrol loops, locked doors with their keys, puzzle spots (breaker, bell rope, organ, chest), a one-way crypt door, event anchors, landmarks and collectibles.

  • Lighting: Night and Day scenes in Blender; candles, candelabra, votive racks, the corona, sconces, lanterns and work lights are real light fixtures.

  • Where the demo level lives: the demo level and gameplay markers are only in the Blender (.blend) file. The FBX and glTF archives contain the 103 individual kit assets, ready for any engine; rebuild your own layouts from them.

  • Palettes: Limestone (default), Sandstone, Soot. Blender: all three, procedural. FBX: Base Color per palette. glTF (.glb): Limestone.

Formats

  • Blender 5.2 (.blend): kit marked for the Asset Browser + demo level in Night and Day scenes; one procedural master material with editable colours, wear and grime; light fixtures switch on and off per object; showcase cameras.

  • FBX, per mesh part: LOD0 (bevelled), LOD1 (lighter) and convex collision (UCX_ naming); exported Y up with the axis conversion baked into the meshes.

  • glTF (.glb), per asset: embedded Limestone Base Color, ORM and Normal textures.

  • PNG textures, per part (FBX, shipped as additional texture archives, each with every map for one group of parts): Base Color per palette, ORM (AO / Roughness / Metallic) and tangent-space Normal; 4096 px for the tall cathedral pieces (vaults, clerestory, portal, rose and east windows, roof, gable, high altar, choir stalls, screen, organ, pulpit, confessional), 2048 px for the rest of the architecture, doors, pews and large fixtures, 1024 px for mid-size furniture and restoration props, 512 px for small props.

How optimised is it?

  • 103 assets (118 mesh parts), 620,698 triangles at LOD0 and 315,430 at LOD1 in total.

  • Per asset: median 4,280 triangles (LOD0) / 1,772 (LOD1); range 12 to 30,156 (LOD0).

  • 171 convex collision meshes (UCX_) shipped with the FBX files.

  • One master material per asset; a separate emissive material only on lights, a separate glass material only where there is glass.

How modular is it?

  • 1 m grid, 4 m modules. Walls 3.5 m high, 0.2 m thick, centred on the grid line. Storey height 3.6 m. The tall volumes (nave, aisles, crossing, crypt, towers) use larger pieces on the same grid.

  • Openings: single door 1.2 × 2.3 m, double door 2.0 × 2.5 m, window 1.6 × 2.0 m (sill 0.9 m), arch 2.4 × 3.0 m, lancet window 1.2 × 2.4 m (sill 0.9 m), aisle tracery window 1.2 × 1.6 m (sill 0.9 m).

  • Pivots: walls and floors at the corner, props at the bottom centre, wall-mounted pieces at the back centre, ceiling fixtures at the top centre.

  • Moving parts are separate meshes pivoted on their hinge: door leaves, the choir gate, cabinet doors, chest lids.

What makes it different?

  • A finished, explorable cathedral with towers, crypt and close as a Blender demo level, not a box of loose props.

  • Hard-surface Gothic architecture: piers, rib vaults, tracery, flying buttresses and pinnacles that line up bay by bay.

  • Stylized, readable art direction with no photo textures, no real text, symbols, logos or brands.

  • Built for gameplay: rest room, cover spots, patrol loops, key and puzzle markers, convex collisions.

  • Same 1 m / 4 m grid as our other environment kits, so they combine.

Supported versions

  • Blender 5.2+.

  • FBX and glTF for Unity, Unreal Engine, Godot and other engines. Engine-specific projects (prefabs, material instances) are not included.

How quickly can I use it?

  • Blender: open the file and render. Drag single assets from the Asset Browser.

  • Engines: extract the FBX archive and the texture archives into one folder (they share the top folder COMPLINE_v1.0), import the FBX folder, then assign the Base Color, ORM and Normal textures (Unreal: flip the normal map's green channel).