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Continue with procedurally generating the second to last floors of the building completely with variables that can be randomized for realistic look of your game levels.
This is continuing where we left at in part 1 of the series dedicated to creating PCG buildings with the Quixel Megascans assets for modular building generation.
This tutorial will give you insides into creation of modular realistic non generic looking buildings that have the level of realism needed from AAA games. By using the PCG framework in unreal you can generate huge levels with a single PCG graph script created with the ease of the blueprint like system for PCG generation.
Join this channel to get access to perks:
/ @dk_3d
01:13 - Output points from the subgraph
07:39 - Filter points to spawn different mesh per point type
12:13 - Generation the floor points
17:52 - Remove points below the floor
22:02 - Apply meshes to all floors
24:00 - Spawn specific meshes for the first floor
31:00 - Spawn another set of meshes for the forth floor
34:03 - Add trim to 4th floor
35:40 - Placing different elements on the base floor
45:02 - Place different windows on middle floors
47:48 - Add Horizontal index attribute