(Almost) Entirely Procedural Landscape Scene - Unreal PCG + Gaea

The PCG Foliage Generator uses landscape data such as material and face normals to distribute foliage along the landscape. Non-destructive noise maps allow for clearings and gaps to generate automatically and adjustably.

The PCG Town Generator samples the space within a spline volume to distribute buildings across the landscape in an easily adjustable grid pattern.

The PCG Road Generator samples a spline to generate a decal-based road, as well as automatically culling both foliage and building assets to prevent collision.

(Almost) Entirely Procedural Landscape Scene - Unreal PCG + Gaea

An almost fully procedurally made 3D environment, created in Unreal using Gaea, Autodesk Maya, and SpeedTree. This project was made as part of my ongoing post-graduate studies at Sheffield Hallam University.

This was a big step away from my comfort zone, but it has allowed me to use a bunch of really cool tools which stray heavily away from my typical hard surface and architectural environment workflows, and I even had some fun using visual scripting along the way!

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