Medieval City Generator
Updates
To update your product, you need to download the newest version from your Orders page. Delete the old version file, and set up the asset library file path to the new version (as shown below under "set up the asset library")
Set Up the
Asset Library
To set up the asset library,
- make sure you have the newest version of Medieval City Generator (MedievalCityGenerator_v1.2),
- go to Edit à Preference à File Paths,
- click the "+" icon under Asset Libraries,
- select the file path where you saved the "MedievalCityGenerator_v1.2_ZIP.Blend" Folder,
- select the "MedievalCityGenerator_v1.2" Folder,
- click on Add Asset Library.
Now you can go to the asset browser and select the "MedievalCityGenerator" Library.
...setting the Asset Library up
Geometry Nodes Setup
All the Steps to add the Geometry Nodes Setup:
- Make sure you have the newest version (MedievalCityGenerator_v1.2)
- Set up the asset library (as shown above)
- Open Blender
- Add a curve ( Shift + A --> Curve --> Bezier )
- Make sure the Curve is big enough, and that the scale is applied (Ctrl + A --> Scale)
- Open The Asset Browser
- Under All navigate to Medieval City Generator
- Select "Node Groups"
- Drag the "MedievalCityGenerator" node group on to the curve. (this needs to be pretty precise, and there should be no object underneath the curve
The Geometry Node setup turns curves into city blocks.
When you append the “MedievalCityGenerator” asset from the asset library, it will also append all necessary collections and models. They appear in the scene and can be hidden, once the “MedievalCityGenerator” asset is appended.
Now you can add a Geometry Nodes Modifier to any curve and set it to "MedievalCityGenerator”
Build a Wall
The wall can be controlled using a curve.
After appending the wall asset from the Asset Browser, select the wall and press Shift + S à Cursor to Selected
Add a Curve by pressing Shift + A à Curve à Bezier. The Assets are life-sized, so the Curve needs to be big (And the scale needs to be applied with Ctrl + A).
Select the wall, go to modifier properties and choose the curve as target for the array- and curve-modifier.
Now you can edit the curve to control the wall. Keep in mind that the origin of
the wall and the curve must stay at the same place.
Bridges
When you append the bridge asset, the towers that the bridge uses as start and end appear next to the bridge. You can hide them, once the bridge asset is appended.
You can control the length of the bridge, by changing the “count” value in the array modifier.
Convert to Mesh
To convert a City to Mesh, add a "Realize Instances" node in the geometry nodes editor right before the group output node.
Then in the 3d viewport, you can go to Object --> Apply --> Visual Geometry to Mesh.
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