Change the brief without restarting
Dimensions, floors and architectural systems remain adjustable, so an early building can absorb a revised programme or site constraint without being remodelled from zero.
Metropolygonia builds geometry from explicit dimensions, architectural controls and a repeatable random seed. You shape the system; the system assembles the model. No prompt, text-to-3D model or generative AI is used to create the building.
A procedural generator encodes a set of construction rules. In Metropolygonia, user-facing controls become numerical inputs for those rules: footprint dimensions determine the massing, floor settings establish vertical structure, façade parameters place openings and architectural elements, and interior settings create rooms, partitions and slabs when they are required.
The optional seed introduces controlled variation inside those boundaries. It is not a hidden creative prompt. Keeping the seed and parameters makes a result reproducible, which is useful when a team needs to return to an approved option or generate a related family of buildings.
This also makes the limits understandable. The generator accelerates structured base geometry; it does not replace art direction, bespoke hero modelling, simulation, lighting or final material authoring in Unreal Engine, Blender or another DCC application.
Set width, depth, floor count and storey dimensions to establish a metric building volume. These values remain the source of truth as you iterate.
Select a form and style, then refine façades, windows, balconies, roof treatment, access and technical details. Parameters change the generated construction rather than deforming a finished mesh blindly.
Generate rooms, editable partitions, floor slabs and circulation when interior access matters, or use an exterior shell for lighter context buildings.
Change the seed to explore alternatives inside the same brief. Save complete parameter presets so a promising option can be reproduced and refined later.
Save buildings to a city project, position and rotate them, then shape roads, junctions and roundabouts around the assembled urban layout.
Download an individual building as GLB, glTF, OBJ or STL, or package a city as separate building files, a road mesh and a manifest.
Dimensions, floors and architectural systems remain adjustable, so an early building can absorb a revised programme or site constraint without being remodelled from zero.
Seeds create controlled alternatives while the core parameters stay fixed. That makes comparisons more meaningful than a set of unrelated one-off outputs.
Keep rooms and circulation for walkthroughs, or remove interior systems for distant city context. The appropriate level of detail is a deliberate choice.
Metric scale, named material groups and consistent UV conventions give Unreal Engine and DCC artists an organised starting point for final materials and optimisation.
Follow the shortest path from a new project to a checked export.
PipelineChoose a format, preserve scale and plan the material pass.
MaterialsApply tiled PBR materials without starting the unwrap again.
ReferenceDecide between GLB, glTF, OBJ, STL and a city ZIP package.