This project served two purposes. The first was to dip my toes into building generation, and the second was that a wanted to dive a bit deeper into Vex. The buildings are generated based on cubes that randomize they're size and shape based on the global seed as well as a height parameter. The terrain in the background is a number of height maps from a small part of the swiss alps that I stitched together in Houdini and then imported into Unreal. The trees are also generated using Houdini Labs tools and the leaf textures are from Quixel Megascans.Â