Metropolygonia Open app
Rule-driven geometry

Procedural 3D building generator — not generative AI.

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 precise distinction

What “procedural” means here

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.

Procedural, not AI-generatedThe application does not infer a model from a text description and does not ask a generative model to invent geometry. Every result is assembled by deterministic code from visible controls and constrained variation.

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.

The system

From massing to a reusable building

  1. Define the envelope

    Set width, depth, floor count and storey dimensions to establish a metric building volume. These values remain the source of truth as you iterate.

  2. Choose architectural logic

    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.

  3. Set the level of interior detail

    Generate rooms, editable partitions, floor slabs and circulation when interior access matters, or use an exterior shell for lighter context buildings.

  4. Control variation

    Change the seed to explore alternatives inside the same brief. Save complete parameter presets so a promising option can be reproduced and refined later.

  5. Place it in context

    Save buildings to a city project, position and rotate them, then shape roads, junctions and roundabouts around the assembled urban layout.

  6. Export the deliverable

    Download an individual building as GLB, glTF, OBJ or STL, or package a city as separate building files, a road mesh and a manifest.

Why it matters

Controls that survive iteration

01 / Parameters

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.

02 / Variants

Explore within known boundaries

Seeds create controlled alternatives while the core parameters stay fixed. That makes comparisons more meaningful than a set of unrelated one-off outputs.

03 / Interiors

Choose detail per use case

Keep rooms and circulation for walkthroughs, or remove interior systems for distant city context. The appropriate level of detail is a deliberate choice.

04 / Handoff

Move into a production tool

Metric scale, named material groups and consistent UV conventions give Unreal Engine and DCC artists an organised starting point for final materials and optimisation.

Fit

When to use it — and when not to

A strong fit

  • Rapid massing and façade studies where dimensions must remain editable.
  • Families of related buildings for previsualisation, games or urban context.
  • Early Unreal Engine environments that need correctly scaled structured geometry before final art passes.
  • Browser-based exploration when installing a full DCC tool would interrupt the first design pass.

Use a bespoke workflow instead

  • A landmark or scanned asset that must reproduce a unique building exactly.
  • A final cinematic model requiring sculpted detail, custom topology or a studio-specific optimisation pass.
  • Engineering, permitting or construction documentation. Metropolygonia is a creative 3D design tool, not a BIM authoring or structural validation system.
Next steps

Continue with the workflow