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Kaloyan

Procedural Neighbourhood Generation

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Hello everyone,

I created a digital asset that outputs a neighbourhood with buildings and vegetation, based only on a masterplan drawing. It is divided in three modules, one to create the masterplan geometry, one to create the buildings and one for the vegetation scattering. It allows for alot of controls on the vegetation and on the buildings to create different variations.

Here is also a test of the asset inside Unreal, using the Houdini Engine:

Cheers!

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Good work, but for me it lacks a bit of architectural coherence, especially on small buildings.
For scenes with low level detail it's important. Blind wall with just a door for example.

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On 9.03.2020 г. at 8:23 PM, flcc said:

Good work, but for me it lacks a bit of architectural coherence, especially on small buildings.
For scenes with low level detail it's important. Blind wall with just a door for example.

Might be, I'm still improving this asset. lately I focused mostly on making it work with Unreal, creating unwraps procedurally and such. I am also now reworking it a little bit to make it ligher geometry and faster for large blocks.

 

test.JPG

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