Unreal Blueprint City Generator Tool -- 2

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Need to have this tool completed in Unreal Engine within the blueprint where it support user to create and draw out sections of roads ( in Spline) and generate boxes and Tree (proxy) on each side of the road accordingly.

Features such as:

-Randomize in Rotation with all asset on each spline.

-Randomize in Scale with all asset on each spline.

-Global randomize Seeds on all asset loaded.

-Randomize seeds on asset loading per spline.

-On each side of the road, which "Asset group" is it loading from, do we want to load on left side of the road or right side of the road.

For example, if we put all "Tall Building" in "GroupA", and "Short Building" in "GroupB". We should have two groups now.

For each spline created, we can manually override the loaded "Group".

Not looking for any buildings or tree to be textured at all, presented as just the slot holders for proxy geo to represent and showcase its functions and possibilities.

This particular project is for someone who have blueprint knowledge in Unreal Engine.

More information to be discussed.

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Part 1-

To create the a flat plane ground geo with the blueprint that has adjustable width and the indication of the length in meters. Convert the road width and other necessary parameters so that user can adjust later on.

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Part 2-

Road connection at ease, refer to the video link provided. With simple coloring methods, we can then put the splines in different groups for asset picking later on. (This could be done differently as well, more details to be discussed)

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Part 3-

Implement all features according to the project description post and reference video to the best you can.

At this stage, we should have few options such as:

-Road width.

-Global seed for all spline.(Seed for asset loading)

-Seed per spline. (Seed for asset loading)

-Asset loading option on each side of the road. (Left. Right, Start, End)

-Rand Scale for asset on Spline.

-Rand Rotation for asset on Spline.

-Global Jittering Noise Frequency. (Where the noise pattern can be adjusted such as X,Y,Z and this jitter the entire Spine created, can be explained as an overall jitter with entire city which breaks the straight spline look a bit to introduce some organic look to it.)

-Global Jittering Multiplier (How strong is the Global Jittering is applied)

-Local Jittering Noise Frequency. (Where the noise pattern can be adjusted such as X,Y,Z and this only jitter the selected Spline which breaks the straight spline look a bit to introduce some organic look to it.)

-Local Jittering Multiplier (How strong is the Local Jittering is applied)

-On the edge of the road, we need to have proxy for buildings and from the inner edge of the road we need to have proxy for the tree or potential mailbox.

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For other advance features, we may need to open a separate project to upgrade the tools with a different budget according to its complexity.

Pemrograman C# Pemrograman C++ Pembuatan Game Unreal Engine

ID Proyek: #29751104

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5 proposal Proyek online Aktif 3 tahun yang lalu

5 freelancer rata-rata menawar $1140 untuk pekerjaan ini

nachimd1985

hi, this is Nasir Mehmood. I am a software engineer and have more than 20 years of development experience in embedded systems, database design, web design, graphics, game design and prototypes, and mobile applications. Lebih banyak

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AhmedGES

I am a full stack / full service programmer, I can design your vision and program it end-to-end: in the browser, on the phone, on the server, and in the cloud. I take it from there and provide thoughtful input about w Lebih banyak

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