Cathedral of Thorns - Gothic Horror Cathedral (URP)
AZIZ 3D ART
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A complete Gothic horror cathedral with crypt, belfry and cloister: 418 models, 419 prefabs, URP materials and a demo scene.Made for the Universal Render Pipeline (URP 17.6), tested with Unity 6000.6.0f1.Built-in Render Pipeline and HDRP are not supported out of the box: all materials use URP Lit shaders and would need to be converted manually.The FBX models themselves work with any render pipeline; only the materials need to be set up again.Explore a dark Gothic cathedral built for horror and dark fantasy games. The assembled level includes a walled courtyard with a graveyard, a twin-tower facade with a rose window, a nave with pews and stained glass, a choir, a vaulted crypt with sarcophagi, a belfry with its bell, and a cloister garden with a fountain.Every piece is a separate prefab, so you can use the complete cathedral as it is or build your own scenes with it:- 358 architecture pieces taken from the assembled cathedral: walls, piers, rib vaults, roofs, towers, spires, stairs, railings, windows, floors, crypt and cloister elements- 19 reusable Gothic modules: nave arcade, clustered pier, rib vault, clerestory, aisle wall, flying buttress, buttress pinnacle, grand portal, rose window, oak door, cloister arch, crypt vaults- 41 props: pews, altar, candles, lanterns, wall torches, bell, coffin, sarcophagus, headstones, grave cross, iron gate, fountain, urns, chest, books, rubble, trees, hedges, ferns, grass, rocks and a Gothic statueThe demo scene includes realtime lighting, an HDRI sky, reflection probes and a global post-processing Volume, plus a free camera to visit the level (right mouse to look, WASD to move, Q/E for up/down, Shift to go faster, F5/F6 for the High/Balanced quality profiles).Dependencies: Universal Render Pipeline 17.6. The demo scripts work with both the Input System package and the legacy Input Manager.Asset uses Poly Haven models, textures and HDRI under CC0 1.0 license; see Third-Party Notices.txt file in package for details.- Number of models: 418 FBX models (358 architecture pieces, 19 Gothic modules, 41 props), each with its own prefab- Number of prefabs: 419 (418 model prefabs + 1 assembled level prefab built only from the pack's prefabs)- Assembled level: 2,342 placed instances, about 4.9 million triangles at LOD0 with all vegetation- Polygon count (triangles, LOD0): minimum 6 (small architecture caps), maximum 144,413 (scanned tree)- Examples: Pew 1,932 / Gothic statue 27,739 / Grand portal 46,656 / Dead trunk 83,128- LOD: LOD Groups with 3 levels on all 41 props- Colliders: 1,104 on architecture and props (none on decals, glass, ceiling ribs, grass and ferns)- Number of textures: 149 PNG textures + 1 HDRI sky- Texture dimensions: 28 at 4096, 89 at 2048, 32 at 1024 or less; HDRI 2048 x 1024- Texture maps: BaseColor, Normal, AO, MetallicSmoothness (plus Emission for the stained glass)- Materials: 34 (33 URP Lit + 1 panoramic HDRI sky)- UV mapping: Yes (all models)- Rigging: No- Animation: No- Scripts: 2 demo scripts (free camera, quality profiles), namespace CathedralOfThornsV3- Metric scale; every model is upright (Y up, Z forward) with its pivot at the bottom centre; every prefab root is at position 0, rotation 0, scale 1- Tested with Unity 6000.6.0f1 and URP 17.6- Realtime lighting; no baked lightmaps and no baked NavMesh- Documentation: Documentation/README.txt- Mobile and VR performance not tested. This is an environment pack, not a complete gameAI tools used: OpenAI Codex (AI coding assistant) and OpenAI image generation.- The architectural modules, the architecture pieces and the original props (all models whose names do not start with "Scan_") were modeled procedurally in Blender with Python scripts written with the help of the AI coding assistant. The models were then assembled into the level and set up in Unity with URP materials, LOD Groups, colliders and prefabs.- The stained glass artwork (StainedGlassAtlas and StainedGlassRose textures) and the DampStreaks decal texture were generated with an AI image generator, then turned into PBR materials (emission, normal and roughness maps).- The Iron and Bronze PBR maps were generated procedurally by scripts written with AI assistance.- The scanned models ("Scan_" prefabs), most textures and the HDRI sky are Poly Haven CC0 content and were not made with AI.- The marketing images are real-time renders of the demo scene in Unity, not AI images.




