I then started modelling and sculpting the trim details that will fill the upper level of the chapel. Some of the meshes are unique modular meshes that will populate the scene, while others are tilable trims that tile around the room in various places.
I then brought these trims into Unreal to test how they would work on a modular piece of wall. This is not the finished asset, but a good proof of concept. At the moment some of the areas are too low poly, and harsh shadows and distortion can be seen. These assets are quite high up, so I may leave them as is for optimisation purposes, or I may give them a few more polys to solve the issue.