Graduation - Procedural environment generation in Unreal Engine 4
Graduation project I did for Enversed, a company which specializes in VR. The end result is a single blueprint which after it is placed in the scene creates an environment as seen below. Given that the product is intended for VR, height in the level is currently not implemented.
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Below a short status of the project for when I want to go further than the delivery requirements (which I do).
Project Status: - Mesh: Stage 3, final meshes coming - Texture/Material: Not done - Variety tiles: 8 different types of tiles |
The blueprint
The generation of the environments can be controlled by the user through seeds and stage selection. Each stage has it's own seed, which allows for a higher level of controlling the end result.
It is a grid/tile based system, similar to the specialization project. More types of tiles can be easily added to the blueprint if required.
It is a grid/tile based system, similar to the specialization project. More types of tiles can be easily added to the blueprint if required.
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