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title: How to Make Giant Robot in Cathedral Ruins in 3D | daily.dev
description: An aspiring 3D environment artist from South Korea breaks down Silent Ruins, a scene depicting a giant robot fallen inside a cathedral, inspired by Studio...
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# How to Make Giant Robot in Cathedral Ruins in 3D

**[80 LEVEL](https://daily.dev/sources/80lv)** · 12 min read · 0 upvotes · 0 comments

## Summary

An aspiring 3D environment artist from South Korea breaks down Silent Ruins, a scene depicting a giant robot fallen inside a cathedral, inspired by Studio Ghibli's Castle in the Sky. The cathedral's structure references Chartres Cathedral's floor plans and elevations. Damaged architecture was generated using Unreal Engine's Fracture Mode, Chaos Simulation, Anchor Fields, and Bomb Fields, then converted into Static Meshes via Chaos Cache Manager. The artist used five different mesh workflows across 3ds Max and ZBrush depending on asset type, and textured surfaces in Substance 3D Painter and Designer. The project took about two years and three months to complete.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://80.lv/articles/breakdown-giant-robot-in-cathedral-ruins-made-in-3d>

## Questions this post answers

### How can I use Unreal Engine's Chaos system to create realistic damaged or broken architecture?

Use Unreal Engine's Fracture Mode and Chaos Simulation with Anchor Fields and Bomb Fields to control which parts of a structure stay intact and which break apart. Run multiple simulations and pick the result matching the desired damage direction, then use Chaos Cache Manager to convert the simulation into Static Meshes for placement, avoiding the need to model every broken piece by hand.

_daily.dev surfaces workflow breakdowns like this for artists building destructible environments in Unreal Engine._

### What's the difference between using Decimation in ZBrush versus ProOptimizer in 3ds Max for reducing polygon count?

Decimation in ZBrush is used first to optimize completed high-density meshes, then ProOptimizer in 3ds Max further adjusts the polygon count afterward, forming a high-to-low workflow. When exporting from Substance 3D Painter after applying displacement, enabling the Keep UV option in ZBrush's Decimation Master preserves UVs during this optimization process.

_3D artists comparing mesh optimization pipelines can find breakdowns like this on daily.dev._

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---

Tags: [#game-design](https://daily.dev/tags/game-design), [#unreal-engine](https://daily.dev/tags/unreal-engine), [#substance-3d-painter](https://daily.dev/tags/substance-3d-painter)

[View this post on daily.dev](https://daily.dev/posts/how-to-make-giant-robot-in-cathedral-ruins-in-3d-qqn87jmf6)

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