Unreal Engine 5.2 | Medieval Village | Procedural Content Generation

Check out this medieval village I created with the latest version of Unreal Engine 5.2 and new procedural content generation framework (PCG). This new tech is a true game changer for #environmentart. 

I used cutting-edge PCG tools to write multiple graphs and subgraphs with rules to procedurally generate a medieval village and surrounding forest. The forest looks for spline, mesh, and blueprint actors, adding or culling instanced actors accordingly. This works for house, road, and fence placement as well as additional props and even integrates with the Water Body tools in #UE5. 

This workflow immensely improves the ability to iterate and boosts the speed of overall scene construction significantly. I’m only scratching the surface with this new PCG toolset but it’s exciting to see how this is being used in the industry with lots more to try and explore. 

#unrealengine5 #unrealengine #3dart #3dartist #3dartwork #3Dmodel #environmentart #environmentartist #environmentdesign #madewithsubstance #substancepainter #adobe #realtimegameengine #realtimeasset #gameengine#zbrush #zbrushsculpt #zbrushmodel #maxon