This blog post will break down the Unreal PCG section of the Procedural Monadnock project. You will be able to see the construction of the PCG system used to populate the landscape. I’ll also talk about the process and some problems I encountered throughout this section of the project. Link to Portfolio Post here: Data Asset […]
Tag: PCG
Description Stated Goal My goal is to create a procedural framework that efficiently populates landscapes with assets based on terrain characteristics, allowing for easy customization and fast iteration. This framework will seamlessly integrate features from both Houdini and Unreal, while maintaining a high level of realism. Background Through a conversation with a mentor over the […]