Artist Making Fully Procedural Environment with Unreal Engines PCG
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Tanguy Talbert is trying to create something really amazing an entirely procedural environment that has no manual placement, just pure procedural magic. The project is being set up in Unreal Engine 5.5 using its Procedural Content Generation (PCG).While Talbert thinks its UX could be more intuitive in some areas, he praises Unreals PCG loop feature, calling it a game-changer.In the video above, you can see one of the tools in the pipeline, which places bridges covered by vegetation, reminding me of Pavel Olivas green fences, also made with PCG.Talberts tool is driven entirely by PCG, with the planks procedurally generated in Houdini and plants taken from Megascans. Talbert used a spline for planks and added collisions to spawn the foliage. He also utilized custom Blueprints nodes with some loops to process the spline and generate the hanging rope details.If you want to try this at home, youre in luck: Talbert promised to post a breakdown of the tool soon, so follow him on LinkedIn and check out his other works on ArtStation.Also, join our80 Level Talent platformand ournew Discord server, follow us onInstagram,Twitter,LinkedIn,Telegram,TikTok, andThreads,where we share breakdowns, the latest news, awesome artworks, and more.Source link The post Artist Making Fully Procedural Environment with Unreal Engines PCG appeared first on CG SHARES.
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