Procedural City

In classic texturing, we use 2D images, often pictures that have been shaped specifically to match an object. Let’s imagine you are creating a medieval fantasy game, working on a dwarf pub, where there are multiple, big, "old school" wooden tables. With classic 2D texturing, you have 3 choices:

  • Create a single texture and use it on all of the tables (but every table is going to look the same)
  • Create a collection of various wood textures and apply them randomly to each table
  • Create a separate texture for each table, insuring that they each look different

No choice seems to be a good one.

Enter procedural textures.

Scroll to Top