Looks absolutely gorgeous!
Very interesting post, thanks for sharing! Next step would be to procedurally create the indoors! I understand your point about a semi-procedural approach. I often fall into the go-full-procedural vortex and can't get things done. :D Anyway, one question I don't quite get why "fill the interior" on the vdb node has to be checked?
it is really frustrating that half the article was posted and i cannot view the end of this article, every possible link on the page refers to the same url and that url is password protected. creation of a gametextures account will not get you access to the end of this page so don't hand them paypal info like I did just go blunder off through a youtube tutorial rather than this good-old-boy referral page
Don’t miss this level design talk by Guerrilla Games’ Blake Rebouche from GDC 2018. A member of the team behind Horizon Zero Dawn showed how they mixed the systems-driven content of open-world RPG and the action-focused level design to build quests for Aloy. There’s actually a nice way to combine The Elder Scrolls and action games like Killzone, but it’s not that easy.
In this 2018 GDC session, Guerrilla Games’ Blake Rebouche explains through his own experiences and anecdotes what it was like finding a happy medium between the systems-driven content of open-world RPGs like The Elder Scrolls and the action focused level design of games like Guerrilla’s own Killzone while developing quests for Horizon Zero Dawn.